Trying to fix issue with project / view matrix
parent
1e8914b4a5
commit
d8bade25a2
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@ -1 +0,0 @@
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,brett,laforge,28.10.2022 15:02,file:///home/brett/.config/libreoffice/4;
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@ -4,7 +4,8 @@ project(Step_3)
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set(CMAKE_CXX_STANDARD 20)
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option(EnableDebugMenu "Enable the debug utils" OFF)
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option(COMPILE_GUI "Enable compilation of the GUI utils" OFF)
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option(COMPILE_GUI "Enable compilation of the GUI + utils" OFF)
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option(USE_GLFW "Will try to use GLFW instead of X11. If libglfw3 and libglfw3-dev are not installed it will default to X11" ON)
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option(COMPILE_OPENCL "Enable compilation of the OpenCL GPU Compute." OFF)
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# used to debug memory related issues
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@ -13,20 +14,20 @@ if ((CMAKE_BUILD_TYPE MATCHES Debug))
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=address -g")
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add_compile_options(-fsanitize=address)
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add_link_options(-fsanitize=address)
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endif()
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endif ()
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set(COMPILER_DEBUG_ENABLED true)
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else()
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else ()
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set(COMPILER_DEBUG_ENABLED false)
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endif()
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endif ()
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set(COMPILER_DEBUG_ENABLED_BOOL true)
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if(EnableDebugMenu MATCHES ON)
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if (EnableDebugMenu MATCHES ON)
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message("debug mode")
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set(DEBUG_ENABLED true)
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else()
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else ()
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message("release mode")
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set(DEBUG_ENABLED false)
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endif(EnableDebugMenu MATCHES ON)
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endif (EnableDebugMenu MATCHES ON)
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set(DEBUG_ENABLED_BOOL true)
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#config stuff
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@ -45,30 +46,45 @@ file(GLOB_RECURSE engine_source_files "${engine_source_dir}/*.cpp" "${engine_sou
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if (COMPILE_GUI MATCHES ON AND UNIX)
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message("Compiling with GUI.")
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find_package(OpenGL REQUIRED)
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find_package(X11)
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if(NOT X11_FOUND)
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message("X11 wasn't found on your system. Do you have the development libs? sudo apt install libx11-dev")
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endif()
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set(SHOULD_FIND_X ON)
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include_directories(${X11_INCLUDE_DIR})
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if (USE_GLFW)
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find_package(glfw3 3.3)
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if (glfw3_FOUND)
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message("Found GLFW3!")
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set(SHOULD_FIND_X OFF)
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else ()
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message("Unable to find GLFW3. Please install with sudo apt install libglfw3 libglfw3-dev")
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endif ()
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endif ()
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if (SHOULD_FIND_X MATCHES ON)
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message("Defaulting to X11. Please consider using GLFW as it is consider to be more stable and is what is actively developed. Bugs are to be expected using X11.")
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find_package(X11)
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if (NOT X11_FOUND)
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message("X11 wasn't found on your system. Do you have the development libs? sudo apt install libx11-dev")
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endif ()
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include_directories(${X11_INCLUDE_DIR})
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endif ()
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set(graphics_source_dir "${PROJECT_SOURCE_DIR}/src/graphics")
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file(GLOB_RECURSE graphics_source_files "${graphics_source_dir}/*.cpp" "${graphics_source_dir}/*.c")
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endif()
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endif ()
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# Windows should be able to handle opencl no problem.
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# i decided that i wanted to use opencl due to it having a much nicer c99 language.
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if (COMPILE_OPENCL MATCHES ON)
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find_package(OpenCL)
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if(NOT OpenCL_FOUND)
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if (NOT OpenCL_FOUND)
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message("Unable to find OpenCL on your system. Do you have the required libs?")
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endif()
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endif ()
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include_directories(${OpenCL_INCLUDE_DIRS})
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set(opencl_source_dir "${PROJECT_SOURCE_DIR}/src/opencl")
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file(GLOB_RECURSE opencl_source_files "${opencl_source_dir}/*.cpp" "${opencl_source_dir}/*.c")
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endif()
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endif ()
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#Setup project header files
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include_directories(${PROJECT_SOURCE_DIR}/include)
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@ -80,8 +96,12 @@ target_link_libraries(${PROJECT_NAME} pthread)
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if (COMPILE_GUI MATCHES ON AND UNIX)
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target_link_libraries(${PROJECT_NAME} OpenGL::GL OpenGL::GLU OpenGL::GLX)
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target_link_libraries(${PROJECT_NAME} ${X11_LIBRARIES})
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endif()
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endif ()
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if (USE_GLFW MATCHES ON AND glfw3_FOUND)
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target_link_libraries(${PROJECT_NAME} glfw)
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endif ()
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if (COMPILE_OPENCL MATCHES ON)
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target_link_libraries(${PROJECT_NAME} ${OpenCL_LIBRARIES})
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endif()
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endif ()
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Binary file not shown.
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Load Diff
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@ -1,254 +0,0 @@
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{
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"inputs" :
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"isCMake" : true,
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"isCMake" : true,
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||||
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"build" : "/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-debug",
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"source" : "/home/brett/Documents/Brock/CS 3P93/Project/Step 3"
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},
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"version" :
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{
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"major" : 1,
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"minor" : 0
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}
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}
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@ -1,60 +0,0 @@
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{
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|
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0
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|
||||
# A missing CMake input file is not an error.
|
||||
|
||||
build ../CMakeLists.txt ../include/engine/config.h.in /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCXXInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCommonLanguageInclude.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeGenericSystem.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeInitializeConfigs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeLanguageInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakePushCheckState.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInitialize.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckFunctionExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckLibraryExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckSymbolExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/CMakeCommonCompilerMacros.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindFontconfig.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindFreetype.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenCL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenGL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageHandleStandardArgs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageMessage.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPkgConfig.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindX11.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/UnixPaths.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/SelectLibraryConfigurations.cmake CMakeCache.txt CMakeFiles/3.23.2/CMakeCCompiler.cmake CMakeFiles/3.23.2/CMakeCXXCompiler.cmake CMakeFiles/3.23.2/CMakeSystem.cmake: phony
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|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
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|
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#define COMPILE_OPENCL
|
||||
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|
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|
|
|
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[Window][Dear ImGui Demo]
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|
File diff suppressed because it is too large
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|
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FLAGS = -O3 -DNDEBUG
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INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include"
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||||
OBJECT_DIR = CMakeFiles/Step_3.dir
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build CMakeFiles/Step_3.dir/src/graphics/gl/gl.cpp.o: CXX_COMPILER__Step_3_Release /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/gl/gl.cpp || cmake_object_order_depends_target_Step_3
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FLAGS = -march=native -O3 -DNDEBUG -std=gnu++20
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|
@ -168,6 +182,13 @@ build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_opengl3.cpp.o: CXX_COM
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OBJECT_DIR = CMakeFiles/Step_3.dir
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build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_x11.cpp.o: CXX_COMPILER__Step_3_Release /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_impl_x11.cpp || cmake_object_order_depends_target_Step_3
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DEP_FILE = CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_x11.cpp.o.d
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FLAGS = -march=native -O3 -DNDEBUG -std=gnu++20
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INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include"
|
||||
OBJECT_DIR = CMakeFiles/Step_3.dir
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OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/graphics/imgui
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build CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_tables.cpp.o: CXX_COMPILER__Step_3_Release /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/graphics/imgui/imgui_tables.cpp || cmake_object_order_depends_target_Step_3
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FLAGS = -march=native -O3 -DNDEBUG -std=gnu++20
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@ -197,9 +218,9 @@ build CMakeFiles/Step_3.dir/src/graphics/input.cpp.o: CXX_COMPILER__Step_3_Relea
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#############################################
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# Link the executable Step_3
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build Step_3: CXX_EXECUTABLE_LINKER__Step_3_Release CMakeFiles/Step_3.dir/src/engine/globals.cpp.o CMakeFiles/Step_3.dir/src/engine/image/image.cpp.o CMakeFiles/Step_3.dir/src/engine/main.cpp.o CMakeFiles/Step_3.dir/src/engine/math/colliders.cpp.o CMakeFiles/Step_3.dir/src/engine/raytracing.cpp.o CMakeFiles/Step_3.dir/src/engine/util/debug.cpp.o CMakeFiles/Step_3.dir/src/engine/util/models.cpp.o CMakeFiles/Step_3.dir/src/engine/util/parser.cpp.o CMakeFiles/Step_3.dir/src/engine/world.cpp.o CMakeFiles/Step_3.dir/src/graphics/gl/gl.cpp.o CMakeFiles/Step_3.dir/src/graphics/gl/shader.cpp.o CMakeFiles/Step_3.dir/src/graphics/graphics.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_demo.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_draw.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_glfw.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_opengl3.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_tables.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o CMakeFiles/Step_3.dir/src/graphics/input.cpp.o | /usr/lib/x86_64-linux-gnu/libGLU.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libSM.so /usr/lib/x86_64-linux-gnu/libICE.so /usr/lib/x86_64-linux-gnu/libX11.so /usr/lib/x86_64-linux-gnu/libXext.so /usr/lib/x86_64-linux-gnu/libOpenCL.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libOpenGL.so
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build Step_3: CXX_EXECUTABLE_LINKER__Step_3_Release CMakeFiles/Step_3.dir/src/engine/globals.cpp.o CMakeFiles/Step_3.dir/src/engine/image/image.cpp.o CMakeFiles/Step_3.dir/src/engine/main.cpp.o CMakeFiles/Step_3.dir/src/engine/math/colliders.cpp.o CMakeFiles/Step_3.dir/src/engine/raytracing.cpp.o CMakeFiles/Step_3.dir/src/engine/util/debug.cpp.o CMakeFiles/Step_3.dir/src/engine/util/models.cpp.o CMakeFiles/Step_3.dir/src/engine/util/parser.cpp.o CMakeFiles/Step_3.dir/src/engine/world.cpp.o CMakeFiles/Step_3.dir/src/graphics/debug_gui.cpp.o CMakeFiles/Step_3.dir/src/graphics/gl/gl.c.o CMakeFiles/Step_3.dir/src/graphics/gl/gl.cpp.o CMakeFiles/Step_3.dir/src/graphics/gl/shader.cpp.o CMakeFiles/Step_3.dir/src/graphics/graphics.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_demo.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_draw.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_glfw.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_opengl3.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_x11.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_tables.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o CMakeFiles/Step_3.dir/src/graphics/input.cpp.o | /usr/lib/x86_64-linux-gnu/libGLU.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libglfw.so.3.3 /usr/lib/x86_64-linux-gnu/libOpenCL.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libOpenGL.so
|
||||
FLAGS = -march=native -O3 -DNDEBUG
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LINK_LIBRARIES = -lpthread /usr/lib/x86_64-linux-gnu/libGLU.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libSM.so /usr/lib/x86_64-linux-gnu/libICE.so /usr/lib/x86_64-linux-gnu/libX11.so /usr/lib/x86_64-linux-gnu/libXext.so /usr/lib/x86_64-linux-gnu/libOpenCL.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libOpenGL.so
|
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LINK_LIBRARIES = -lpthread /usr/lib/x86_64-linux-gnu/libGLU.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libglfw.so.3.3 /usr/lib/x86_64-linux-gnu/libOpenCL.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libOpenGL.so
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@ -250,14 +271,14 @@ build all: phony Step_3
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#############################################
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# Re-run CMake if any of its inputs changed.
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build build.ninja: RERUN_CMAKE | ../CMakeLists.txt ../include/engine/config.h.in /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCXXInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCommonLanguageInclude.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeGenericSystem.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeInitializeConfigs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeLanguageInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakePushCheckState.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInitialize.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckFunctionExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckLibraryExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckSymbolExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/CMakeCommonCompilerMacros.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindFontconfig.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindFreetype.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenCL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenGL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageHandleStandardArgs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageMessage.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPkgConfig.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindX11.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/UnixPaths.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/SelectLibraryConfigurations.cmake CMakeCache.txt CMakeFiles/3.23.2/CMakeCCompiler.cmake CMakeFiles/3.23.2/CMakeCXXCompiler.cmake CMakeFiles/3.23.2/CMakeSystem.cmake
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build build.ninja: RERUN_CMAKE | ../CMakeLists.txt ../include/engine/config.h.in /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCXXInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCommonLanguageInclude.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeGenericSystem.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeInitializeConfigs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeLanguageInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakePushCheckState.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInitialize.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckSymbolExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/CMakeCommonCompilerMacros.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenCL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenGL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageHandleStandardArgs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageMessage.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/UnixPaths.cmake /usr/lib/x86_64-linux-gnu/cmake/glfw3/glfw3Config.cmake /usr/lib/x86_64-linux-gnu/cmake/glfw3/glfw3ConfigVersion.cmake /usr/lib/x86_64-linux-gnu/cmake/glfw3/glfw3Targets-none.cmake /usr/lib/x86_64-linux-gnu/cmake/glfw3/glfw3Targets.cmake CMakeCache.txt CMakeFiles/3.23.2/CMakeCCompiler.cmake CMakeFiles/3.23.2/CMakeCXXCompiler.cmake CMakeFiles/3.23.2/CMakeSystem.cmake
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||||
|
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#############################################
|
||||
# A missing CMake input file is not an error.
|
||||
|
||||
build ../CMakeLists.txt ../include/engine/config.h.in /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCXXInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCommonLanguageInclude.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeGenericSystem.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeInitializeConfigs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeLanguageInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakePushCheckState.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInitialize.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckFunctionExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckLibraryExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckSymbolExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/CMakeCommonCompilerMacros.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindFontconfig.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindFreetype.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenCL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenGL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageHandleStandardArgs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageMessage.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPkgConfig.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindX11.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/UnixPaths.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/SelectLibraryConfigurations.cmake CMakeCache.txt CMakeFiles/3.23.2/CMakeCCompiler.cmake CMakeFiles/3.23.2/CMakeCXXCompiler.cmake CMakeFiles/3.23.2/CMakeSystem.cmake: phony
|
||||
build ../CMakeLists.txt ../include/engine/config.h.in /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCXXInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeCommonLanguageInclude.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeGenericSystem.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeInitializeConfigs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeLanguageInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakePushCheckState.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInformation.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CMakeSystemSpecificInitialize.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/CheckSymbolExists.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/CMakeCommonCompilerMacros.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Compiler/GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenCL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindOpenGL.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageHandleStandardArgs.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/FindPackageMessage.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-C.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU-CXX.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux-GNU.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/Linux.cmake /opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/share/cmake-3.23/Modules/Platform/UnixPaths.cmake /usr/lib/x86_64-linux-gnu/cmake/glfw3/glfw3Config.cmake /usr/lib/x86_64-linux-gnu/cmake/glfw3/glfw3ConfigVersion.cmake /usr/lib/x86_64-linux-gnu/cmake/glfw3/glfw3Targets-none.cmake /usr/lib/x86_64-linux-gnu/cmake/glfw3/glfw3Targets.cmake CMakeCache.txt CMakeFiles/3.23.2/CMakeCCompiler.cmake CMakeFiles/3.23.2/CMakeCXXCompiler.cmake CMakeFiles/3.23.2/CMakeSystem.cmake: phony
|
||||
|
||||
|
||||
#############################################
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
#define COMPILE_GUI
|
||||
#define COMPILE_OPENCL
|
||||
#define USE_GLFW
|
||||
|
||||
#define CMAKE_CONFIG
|
||||
#endif
|
||||
|
|
|
@ -4,12 +4,17 @@ Size=95,60
|
|||
Collapsed=0
|
||||
|
||||
[Window][Dear ImGui Demo]
|
||||
Pos=952,11
|
||||
Pos=952,10
|
||||
Size=550,680
|
||||
Collapsed=1
|
||||
|
||||
[Window][Debug]
|
||||
Pos=60,60
|
||||
Size=74,100
|
||||
Pos=59,63
|
||||
Size=326,186
|
||||
Collapsed=0
|
||||
|
||||
[Window][Debug Menu]
|
||||
Pos=14,14
|
||||
Size=339,226
|
||||
Collapsed=0
|
||||
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
#cmakedefine COMPILE_GUI
|
||||
#cmakedefine COMPILE_OPENCL
|
||||
#cmakedefine USE_GLFW
|
||||
|
||||
#define CMAKE_CONFIG
|
||||
#endif
|
|
@ -44,6 +44,18 @@ namespace Raytracing {
|
|||
~Image();
|
||||
};
|
||||
|
||||
class ImageInput {
|
||||
private:
|
||||
int width, height, channels;
|
||||
unsigned char* data;
|
||||
public:
|
||||
explicit ImageInput(const std::string& image);
|
||||
unsigned long* getImageAsIconBuffer();
|
||||
unsigned char* getImageData(){return data;}
|
||||
[[nodiscard]] int getImageSize() const{return width;}
|
||||
~ImageInput();
|
||||
};
|
||||
|
||||
// image writer class used to output the image to a file.
|
||||
class ImageOutput {
|
||||
private:
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -426,23 +426,6 @@ namespace Raytracing {
|
|||
// well they do but there isn't much of a reason to use them since this is for opengl
|
||||
class Mat4x4 {
|
||||
protected:
|
||||
inline float m00(float d) { return data[0] = d; }
|
||||
inline float m10(float d) { return data[1] = d; }
|
||||
inline float m20(float d) { return data[2] = d; }
|
||||
inline float m30(float d) { return data[3] = d; }
|
||||
inline float m01(float d) { return data[4] = d; }
|
||||
inline float m11(float d) { return data[5] = d; }
|
||||
inline float m21(float d) { return data[6] = d; }
|
||||
inline float m31(float d) { return data[7] = d; }
|
||||
inline float m02(float d) { return data[8] = d; }
|
||||
inline float m12(float d) { return data[9] = d; }
|
||||
inline float m22(float d) { return data[10] = d; }
|
||||
inline float m32(float d) { return data[11] = d; }
|
||||
inline float m03(float d) { return data[12] = d; }
|
||||
inline float m13(float d) { return data[13] = d; }
|
||||
inline float m23(float d) { return data[14] = d; }
|
||||
inline float m33(float d) { return data[15] = d; }
|
||||
inline float m(int i, int j, float d) { return data[i * 16 + j] = d; };
|
||||
// 4x4 = 16
|
||||
float data[16]{};
|
||||
friend Mat4x4 operator+(const Mat4x4& left, const Mat4x4& right);
|
||||
|
@ -478,9 +461,9 @@ namespace Raytracing {
|
|||
}
|
||||
|
||||
inline Mat4x4& translate(const Vec4& vec) {
|
||||
m03(vec.x());
|
||||
m13(vec.y());
|
||||
m23(vec.z());
|
||||
m03(float(vec.x()));
|
||||
m13(float(vec.y()));
|
||||
m23(float(vec.z()));
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
@ -492,9 +475,9 @@ namespace Raytracing {
|
|||
}
|
||||
|
||||
inline Mat4x4& scale(const Vec4& vec) {
|
||||
m00(vec.x());
|
||||
m11(vec.y());
|
||||
m22(vec.z());
|
||||
m00(float(vec.x()));
|
||||
m11(float(vec.y()));
|
||||
m22(float(vec.z()));
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
@ -518,7 +501,24 @@ namespace Raytracing {
|
|||
[[nodiscard]] inline float m13() const { return data[13]; }
|
||||
[[nodiscard]] inline float m23() const { return data[14]; }
|
||||
[[nodiscard]] inline float m33() const { return data[15]; }
|
||||
[[nodiscard]] inline float m(int i, int j) const { return data[i * 16 + j]; };
|
||||
[[nodiscard]] inline float m(int i, int j) const { return data[i + j * 4]; };
|
||||
inline float m00(float d) { return data[0] = d; }
|
||||
inline float m10(float d) { return data[1] = d; }
|
||||
inline float m20(float d) { return data[2] = d; }
|
||||
inline float m30(float d) { return data[3] = d; }
|
||||
inline float m01(float d) { return data[4] = d; }
|
||||
inline float m11(float d) { return data[5] = d; }
|
||||
inline float m21(float d) { return data[6] = d; }
|
||||
inline float m31(float d) { return data[7] = d; }
|
||||
inline float m02(float d) { return data[8] = d; }
|
||||
inline float m12(float d) { return data[9] = d; }
|
||||
inline float m22(float d) { return data[10] = d; }
|
||||
inline float m32(float d) { return data[11] = d; }
|
||||
inline float m03(float d) { return data[12] = d; }
|
||||
inline float m13(float d) { return data[13] = d; }
|
||||
inline float m23(float d) { return data[14] = d; }
|
||||
inline float m33(float d) { return data[15] = d; }
|
||||
inline float m(int i, int j, float d) { return data[i + j * 4] = d; };
|
||||
};
|
||||
|
||||
// adds the two Mat4x4 left and right
|
||||
|
|
|
@ -31,6 +31,11 @@ namespace Raytracing {
|
|||
PRECISION_TYPE viewportWidth;
|
||||
PRECISION_TYPE focalLength = 1.0;
|
||||
|
||||
const PRECISION_TYPE NEAR_PLANE = 0.1;
|
||||
const PRECISION_TYPE FAR_PLANE = 500;
|
||||
PRECISION_TYPE tanFovHalf;
|
||||
PRECISION_TYPE frustumLength;
|
||||
|
||||
Vec4 position{0, 0, 0};
|
||||
Vec4 horizontalAxis;
|
||||
Vec4 verticalAxis;
|
||||
|
@ -39,9 +44,11 @@ namespace Raytracing {
|
|||
Camera(PRECISION_TYPE fov, const Image& image): image(image),
|
||||
aspectRatio(double(image.getWidth()) / double(image.getHeight())) {
|
||||
// scale the viewport height based on the camera's FOV
|
||||
viewportHeight = (2.0 * tan(degreeeToRadian(fov) / 2));
|
||||
tanFovHalf = tan(degreeeToRadian(fov) / 2);
|
||||
viewportHeight = (2.0 * tanFovHalf);
|
||||
// with must respect the aspect ratio of the image, otherwise we'd get funky results
|
||||
viewportWidth = (aspectRatio * viewportHeight);
|
||||
frustumLength = FAR_PLANE - NEAR_PLANE;
|
||||
// horizontal direction from the camera. used to translate the camera
|
||||
horizontalAxis = (Vec4{viewportWidth, 0, 0, 0});
|
||||
// virtual direction, also used to translate the camera
|
||||
|
@ -65,6 +72,87 @@ namespace Raytracing {
|
|||
void setPosition(const Vec4& pos) { this->position = pos; }
|
||||
|
||||
void setRotation(PRECISION_TYPE yaw, PRECISION_TYPE pitch, PRECISION_TYPE roll);
|
||||
[[nodiscard]] Mat4x4 project() const {
|
||||
Mat4x4 project;
|
||||
|
||||
// this should be all it takes to create a mostly correct projection matrix
|
||||
project.m00(float(1.0 / (aspectRatio * tanFovHalf)));
|
||||
project.m11(float(1.0 / tanFovHalf));
|
||||
project.m22(float(-((FAR_PLANE + NEAR_PLANE) / frustumLength)));
|
||||
project.m23(-1);
|
||||
project.m32(float(-((2 * NEAR_PLANE * FAR_PLANE) / frustumLength)));
|
||||
//project.m33(0);
|
||||
|
||||
return project;
|
||||
}
|
||||
Mat4x4 view(const Vec4& lookAtPos, const Vec4& up){
|
||||
Mat4x4 view;
|
||||
auto w = (position - lookAtPos).normalize(); // forward
|
||||
auto u = (Vec4::cross(up, w)).normalize(); // right
|
||||
auto v = Vec4::cross(w, u); // up
|
||||
|
||||
view.m00(float(w.x()));
|
||||
view.m01(float(w.y()));
|
||||
view.m02(float(w.z()));
|
||||
view.m03(float(w.w()));
|
||||
|
||||
view.m10(float(u.x()));
|
||||
view.m11(float(u.y()));
|
||||
view.m12(float(u.z()));
|
||||
view.m13(float(u.w()));
|
||||
|
||||
view.m20(float(v.x()));
|
||||
view.m21(float(v.y()));
|
||||
view.m22(float(v.z()));
|
||||
view.m23(float(v.w()));
|
||||
|
||||
// view matrix are inverted, dot product to simulate translate matrix multiplication
|
||||
view.m30(-float(Vec4::dot(u, position)));
|
||||
view.m31(-float(Vec4::dot(v, position)));
|
||||
view.m32(-float(Vec4::dot(w, position)));
|
||||
view.m33(1);
|
||||
|
||||
return view;
|
||||
}
|
||||
Mat4x4 view(PRECISION_TYPE yaw, PRECISION_TYPE pitch) {
|
||||
Mat4x4 view;
|
||||
|
||||
pitch = degreeeToRadian(pitch);
|
||||
yaw = degreeeToRadian(yaw);
|
||||
|
||||
PRECISION_TYPE cosPitch = std::cos(pitch);
|
||||
PRECISION_TYPE cosYaw = std::cos(yaw);
|
||||
PRECISION_TYPE sinPitch = std::sin(pitch);
|
||||
PRECISION_TYPE sinYaw = std::sin(yaw);
|
||||
|
||||
auto x = Vec4{cosYaw, 0, -sinYaw}; // forward
|
||||
auto y = Vec4{sinYaw * sinPitch, cosPitch, cosYaw * sinPitch}; // right
|
||||
auto z = Vec4{sinYaw * cosPitch, -sinPitch, cosPitch * cosYaw}; // up
|
||||
|
||||
view.m00(float(x.x()));
|
||||
view.m01(float(x.y()));
|
||||
view.m02(float(x.z()));
|
||||
view.m03(float(x.w()));
|
||||
|
||||
view.m10(float(y.x()));
|
||||
view.m11(float(y.y()));
|
||||
view.m12(float(y.z()));
|
||||
view.m13(float(y.w()));
|
||||
|
||||
view.m20(float(z.x()));
|
||||
view.m21(float(z.y()));
|
||||
view.m22(float(z.z()));
|
||||
view.m23(float(z.w()));
|
||||
|
||||
// view matrix are inverted, dot product to simulate translate matrix multiplication
|
||||
view.m30(-float(Vec4::dot(x, position)));
|
||||
view.m31(-float(Vec4::dot(y, position)));
|
||||
view.m32(-float(Vec4::dot(z, position)));
|
||||
view.m33(1);
|
||||
|
||||
return view;
|
||||
}
|
||||
[[nodiscard]] inline Vec4 getPosition() const {return position;};
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -13,6 +13,10 @@
|
|||
#define STEP_2_DEBUG_H
|
||||
|
||||
#include "std.h"
|
||||
#include <config.h>
|
||||
#ifdef COMPILE_GUI
|
||||
#include <graphics/debug_gui.h>
|
||||
#endif
|
||||
|
||||
namespace Raytracing {
|
||||
class profiler;
|
||||
|
|
|
@ -112,7 +112,7 @@ namespace Raytracing {
|
|||
* saving on computation
|
||||
*/
|
||||
// TODO: the above todo has been done, now we need to test the performance advantage of the BVH
|
||||
//BVHTree* bvhTree = nullptr;
|
||||
BVHTree* bvhTree = nullptr;
|
||||
std::unordered_map<std::string, Material*> materials;
|
||||
public:
|
||||
World() = default;
|
||||
|
|
|
@ -0,0 +1,20 @@
|
|||
/*
|
||||
* Created by Brett Terpstra 6920201 on 30/10/22.
|
||||
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
|
||||
*/
|
||||
|
||||
#ifndef STEP_3_DEBUG_GUI_H
|
||||
#define STEP_3_DEBUG_GUI_H
|
||||
|
||||
#include <functional>
|
||||
#include <string>
|
||||
|
||||
namespace Raytracing {
|
||||
class DebugUI {
|
||||
public:
|
||||
static void render(const std::function<void()>& generalTab);
|
||||
static void registerTab(const std::string& name, const std::function<void()>& tabFunc);
|
||||
};
|
||||
}
|
||||
|
||||
#endif //STEP_3_DEBUG_GUI_H
|
|
@ -10,19 +10,25 @@
|
|||
#include <engine/util/std.h>
|
||||
#include <engine/types.h>
|
||||
#include <engine/image/image.h>
|
||||
#include <GLES3/gl32.h>
|
||||
#include <GLES3/gl3.h>
|
||||
#include <GL/gl.h>
|
||||
#include "graphics/gl/glext.h"
|
||||
#include <config.h>
|
||||
#include <graphics/gl/shader.h>
|
||||
#ifndef USE_GLFW
|
||||
#include <GLES3/gl32.h>
|
||||
#include <GLES3/gl3.h>
|
||||
#include <GL/gl.h>
|
||||
#include "graphics/gl/glext.h"
|
||||
|
||||
extern PFNGLCREATEVERTEXARRAYSPROC glCreateVertexArrays;
|
||||
extern PFNGLCREATEBUFFERSPROC glCreateBuffers;
|
||||
extern PFNGLNAMEDBUFFERDATAPROC glNamedBufferData;
|
||||
extern PFNGLNAMEDBUFFERSUBDATAPROC glNamedBufferSubData;
|
||||
extern PFNGLCREATEVERTEXARRAYSPROC glCreateVertexArrays;
|
||||
extern PFNGLCREATEBUFFERSPROC glCreateBuffers;
|
||||
extern PFNGLNAMEDBUFFERDATAPROC glNamedBufferData;
|
||||
extern PFNGLNAMEDBUFFERSUBDATAPROC glNamedBufferSubData;
|
||||
|
||||
extern PFNGLENABLEVERTEXARRAYATTRIBPROC glEnableVertexArrayAttrib;
|
||||
extern PFNGLVERTEXARRAYATTRIBBINDINGPROC glVertexArrayAttribBinding;
|
||||
extern PFNGLVERTEXARRAYATTRIBFORMATPROC glVertexArrayAttribFormat;
|
||||
extern PFNGLENABLEVERTEXARRAYATTRIBPROC glEnableVertexArrayAttrib;
|
||||
extern PFNGLVERTEXARRAYATTRIBBINDINGPROC glVertexArrayAttribBinding;
|
||||
extern PFNGLVERTEXARRAYATTRIBFORMATPROC glVertexArrayAttribFormat;
|
||||
#else
|
||||
#include <graphics/gl/glad/gl.h>
|
||||
#endif
|
||||
|
||||
// since we are doing everything with raytracing
|
||||
// the purpose of these utility classes are purely for debug
|
||||
|
@ -83,7 +89,7 @@ class VAO {
|
|||
// draws as if it where a fullscreen quad (literally used for that)
|
||||
void draw() const;
|
||||
// draw as if it's a box that we need to bulk draw.
|
||||
void draw(const std::vector<Raytracing::Vec4>& positions);
|
||||
void draw(Raytracing::Shader& shader, const std::vector<Raytracing::Vec4>& positions);
|
||||
~VAO();
|
||||
};
|
||||
|
||||
|
|
|
@ -8,10 +8,16 @@
|
|||
|
||||
#include "engine/util/std.h"
|
||||
#include "engine/math/vectors.h"
|
||||
#include <GL/gl.h>
|
||||
#include <GLES3/gl32.h>
|
||||
#include <GL/glx.h>
|
||||
#include <GL/glu.h>
|
||||
#include <config.h>
|
||||
#ifndef USE_GLFW
|
||||
#include <GL/gl.h>
|
||||
#include <GLES3/gl32.h>
|
||||
#include <GL/glx.h>
|
||||
#include <GL/glu.h>
|
||||
#else
|
||||
#include <graphics/gl/glad/gl.h>
|
||||
#endif
|
||||
|
||||
|
||||
// opengl shader
|
||||
|
||||
|
|
|
@ -11,16 +11,23 @@
|
|||
// we are using the GLX extension to the X11 windowing system
|
||||
// instead of using external libs like GLFW and GLAD.
|
||||
// Wayland is not and will not be supported.
|
||||
#include <X11/X.h>
|
||||
#include <X11/Xlib.h>
|
||||
#include <GLES3/gl32.h>
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glx.h>
|
||||
#include <config.h>
|
||||
#ifndef USE_GLFW
|
||||
#include <X11/X.h>
|
||||
#include <X11/Xlib.h>
|
||||
#include <GLES3/gl32.h>
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glx.h>
|
||||
#include "graphics/imgui/imgui_impl_x11.h"
|
||||
#else
|
||||
#include <graphics/gl/glad/gl.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "graphics/imgui/imgui_impl_glfw.h"
|
||||
#endif
|
||||
#include <config.h>
|
||||
#include <engine/util/std.h>
|
||||
#include <functional>
|
||||
#include <graphics/input.h>
|
||||
#include "graphics/imgui/imgui_impl_glfw.h"
|
||||
#include "graphics/imgui/imgui_impl_opengl3.h"
|
||||
#include <engine/image/image.h>
|
||||
#include <engine/types.h>
|
||||
|
@ -30,6 +37,21 @@ namespace Raytracing {
|
|||
void drawQuad();
|
||||
void deleteQuad();
|
||||
|
||||
#ifdef USE_GLFW
|
||||
class XWindow {
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
int m_displayWidth, m_displayHeight;
|
||||
bool isCloseRequested = false;
|
||||
public:
|
||||
XWindow(int width, int height);
|
||||
// runs X11 event processing and some GL commands used for window drawing
|
||||
void runUpdates(const std::function<void()>& drawFunction);
|
||||
[[nodiscard]] inline bool shouldWindowClose() const{ return isCloseRequested; }
|
||||
void closeWindow();
|
||||
~XWindow();
|
||||
};
|
||||
#else
|
||||
class XWindow {
|
||||
private:
|
||||
// X11 display itself
|
||||
|
@ -78,6 +100,7 @@ namespace Raytracing {
|
|||
void closeWindow();
|
||||
~XWindow();
|
||||
};
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif //STEP_3_GRAPHICS_H
|
||||
|
|
|
@ -1,15 +1,3 @@
|
|||
/*
|
||||
* Created by Brett Terpstra 6920201 on 25/10/22.
|
||||
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
|
||||
*
|
||||
* I HAVE MODIFIED THIS FILE SIGNIFICANTLY!
|
||||
* I AM NOT USING GLFW
|
||||
* BUT HAVE TAKEN THE BACKEND FOR IT AND ADAPTED IT FOR RAW X11
|
||||
*/
|
||||
|
||||
#ifndef STEP_3_IMGUI_IMPL_GLFW_H
|
||||
#define STEP_3_IMGUI_IMPL_GLFW_H
|
||||
|
||||
// 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.)
|
||||
|
@ -25,27 +13,30 @@
|
|||
// 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
|
||||
|
||||
#include "graphics/imgui/imgui.h" // IMGUI_IMPL_API
|
||||
#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(double time, int display_w, int display_h, int w, int h);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks (installer)
|
||||
// - 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();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(int entered, bool cursorVisible); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(double x, double y, bool cursorVisible); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(unsigned int button, bool pressed, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(unsigned int key, int scancode, bool pressed, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(unsigned int c);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(int event);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_UpdateMouseData(bool cursorVisible, bool focused);
|
||||
|
||||
#endif //STEP_3_IMGUI_IMPL_GLFW_H
|
||||
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 +1,51 @@
|
|||
/*
|
||||
* Created by Brett Terpstra 6920201 on 25/10/22.
|
||||
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
|
||||
*
|
||||
* I HAVE MODIFIED THIS FILE SIGNIFICANTLY!
|
||||
* I AM NOT USING GLFW
|
||||
* BUT HAVE TAKEN THE BACKEND FOR IT AND ADAPTED IT FOR RAW X11
|
||||
*/
|
||||
|
||||
#ifndef STEP_3_IMGUI_IMPL_X11_H
|
||||
#define STEP_3_IMGUI_IMPL_X11_H
|
||||
|
||||
// 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: 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
|
||||
|
||||
#include "graphics/imgui/imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(double time, int display_w, int display_h, int w, int h);
|
||||
IMGUI_IMPL_API bool ImGui_ImplX11_Init();
|
||||
|
||||
// GLFW callbacks (installer)
|
||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplX11_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_ImplX11_InstallCallbacks();
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_RestoreCallbacks();
|
||||
|
||||
// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_WindowFocusCallback(int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_CursorEnterCallback(int entered, bool cursorVisible); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_CursorPosCallback(double x, double y, bool cursorVisible); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_MouseButtonCallback(unsigned int button, bool pressed, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_ScrollCallback(double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_KeyCallback(unsigned int key, int scancode, bool pressed, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_CharCallback(unsigned int c);
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_MonitorCallback(int event);
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_UpdateMouseData(bool cursorVisible, bool focused);
|
||||
|
||||
#endif //STEP_3_IMGUI_IMPL_X11_H
|
|
@ -0,0 +1,15 @@
|
|||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec2 outUv;
|
||||
in vec3 outNormal;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
const vec3 lightDir = vec3(1.0, 1.0, 1.0);
|
||||
|
||||
void main() {
|
||||
vec4 textureColor = texture(tex, outUv);
|
||||
//FragColor = vec4(textureColor.rgb, 1.0f);
|
||||
FragColor = vec4(vec3(1.0, 0.0f, 0.0f) * dot(lightDir, outNormal), 1.0f);
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec2 inUv;
|
||||
layout (location = 2) in vec3 inNormal;
|
||||
|
||||
out vec2 outUv;
|
||||
out vec3 outNormal;
|
||||
|
||||
uniform mat4 transform;
|
||||
uniform mat4 projectMatrix;
|
||||
uniform mat4 ViewMatrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = projectMatrix * ViewMatrix * transform * vec4(inPos, 1.0);
|
||||
outUv = inUv;
|
||||
outNormal = inNormal;
|
||||
}
|
|
@ -7,6 +7,9 @@
|
|||
#include <fstream>
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#include "engine/image/stb_image_write.h"
|
||||
#include "engine/image/stb_image.h"
|
||||
#define STB_IMAGE_RESIZE_IMPLEMENTATION
|
||||
#include "engine/image/stb_image_resize.h"
|
||||
|
||||
namespace Raytracing {
|
||||
|
||||
|
@ -91,4 +94,26 @@ namespace Raytracing {
|
|||
delete[](data);
|
||||
}
|
||||
}
|
||||
ImageInput::ImageInput(const std::string& image) {
|
||||
data = stbi_load(image.c_str(), &width, &height, &channels, 4);
|
||||
}
|
||||
unsigned long* ImageInput::getImageAsIconBuffer() {
|
||||
const int size = 32;
|
||||
unsigned char newData[size * size * channels];
|
||||
auto* returnData = new unsigned long[size * size + 2];
|
||||
stbir_resize_uint8(data, width, height, 0, newData, size, size, 0, channels);
|
||||
int charPoint = 0;
|
||||
returnData[charPoint++] = size;
|
||||
returnData[charPoint++] = size;
|
||||
for (int i = 0; i < size; i++){
|
||||
for (int j = 0; j < size; j++){
|
||||
unsigned long dtr = (((const unsigned long*) data)[i + j * size]);
|
||||
returnData[i + j * size + 2] = (dtr >> 48) | (dtr << ((sizeof(unsigned long)*8) - 48));
|
||||
}
|
||||
}
|
||||
return returnData;
|
||||
}
|
||||
ImageInput::~ImageInput() {
|
||||
stbi_image_free(data);
|
||||
}
|
||||
}
|
|
@ -132,46 +132,78 @@ int main(int argc, char** args) {
|
|||
world.add(new Raytracing::ModelObject({0, 0, 5}, house, world.getMaterial("blueDiffuse")));
|
||||
|
||||
Raytracing::Raycaster raycaster{camera, image, world, parser};
|
||||
static bool started = false;
|
||||
static bool started = false, debug = false;
|
||||
static int maxRayBounce = 50;
|
||||
static int raysPerPixel = 50;
|
||||
raycaster.updateRayInfo(maxRayBounce, raysPerPixel);
|
||||
|
||||
if (parser.hasOption("--gui") || parser.hasOption("-g")) {
|
||||
#ifdef COMPILE_GUI
|
||||
XWindow window(1440, 720);
|
||||
Texture mainImage(&image);
|
||||
auto spiderVAO = new VAO(spider.toTriangles());
|
||||
auto houseVAO = new VAO(house.toTriangles());
|
||||
auto planeVAO = new VAO(plane.toTriangles());
|
||||
Shader shader("../resources/shaders/basic.vs", "../resources/shaders/basic.fs");
|
||||
Shader worldShader("../resources/shaders/world.vs", "../resources/shaders/world.fs");
|
||||
while (!window.shouldWindowClose()) {
|
||||
window.runUpdates([&window, &mainImage, &shader, &raycaster, &parser]() -> void {
|
||||
window.runUpdates([&window, &mainImage, &shader, &raycaster, &parser, &worldShader, &spiderVAO, &houseVAO, &planeVAO, &camera]() -> void {
|
||||
if (*haltExecution){window.closeWindow();}
|
||||
|
||||
ImGui::Begin("Debug");
|
||||
if (ImGui::Button("Start") && !started){
|
||||
started = true;
|
||||
*haltRaytracing = false;
|
||||
ilog << "Running raycaster!\n";
|
||||
if(parser.hasOption("--multi")) {
|
||||
raycaster.runMulti(std::max(std::stoi(parser.getOptionValue("-t")), std::stoi(parser.getOptionValue("--threads"))));
|
||||
} else { // we don't actually have to check for --single since it's implied to be default true.
|
||||
raycaster.runSingle();
|
||||
DebugUI::render([&raycaster, &parser]() -> void {
|
||||
if (ImGui::Button("Start") && !started){
|
||||
started = true;
|
||||
*haltRaytracing = false;
|
||||
ilog << "Running raycaster!\n";
|
||||
if(parser.hasOption("--multi")) {
|
||||
raycaster.runMulti(std::max(std::stoi(parser.getOptionValue("-t")), std::stoi(parser.getOptionValue("--threads"))));
|
||||
} else { // we don't actually have to check for --single since it's implied to be default true.
|
||||
raycaster.runSingle();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (ImGui::Checkbox("Pause", pauseRaytracing)){}
|
||||
if (ImGui::Button("Stop") && started){
|
||||
*haltRaytracing = true;
|
||||
started = false;
|
||||
raycaster.deleteThreads();
|
||||
}
|
||||
ImGui::End();
|
||||
if (ImGui::Checkbox("Pause", pauseRaytracing)){}
|
||||
if (ImGui::Button("Stop") && started){
|
||||
*haltRaytracing = true;
|
||||
started = false;
|
||||
raycaster.deleteThreads();
|
||||
}
|
||||
ImGui::NewLine();
|
||||
ImGui::InputInt("Max Ray Bounce", &maxRayBounce);
|
||||
ImGui::InputInt("Rays Per Pixel", &raysPerPixel);
|
||||
raycaster.updateRayInfo(maxRayBounce, raysPerPixel);
|
||||
ImGui::Checkbox("Debug", &debug);
|
||||
});
|
||||
|
||||
|
||||
shader.use();
|
||||
mainImage.updateImage();
|
||||
mainImage.bind();
|
||||
mainImage.enableGlTextures(1);
|
||||
drawQuad();
|
||||
if (debug){
|
||||
auto projection = camera.project();
|
||||
static float yaw = 0;
|
||||
yaw += 1.0/60.0;
|
||||
auto view = camera.view(yaw, 0);
|
||||
worldShader.setMatrix("projectMatrix", projection);
|
||||
worldShader.setMatrix("ViewMatrix", view);
|
||||
worldShader.use();
|
||||
spiderVAO->bind();
|
||||
spiderVAO->draw(worldShader, {{0, 1, 0}});
|
||||
houseVAO->bind();
|
||||
houseVAO->draw(worldShader, {{5, 1, 0}, {0, 0, -5}, {0, 0, 5}});
|
||||
planeVAO->bind();
|
||||
planeVAO->draw(worldShader, {{-5, 0.5, 0}});
|
||||
} else {
|
||||
shader.use();
|
||||
mainImage.updateImage();
|
||||
mainImage.bind();
|
||||
mainImage.enableGlTextures(1);
|
||||
drawQuad();
|
||||
}
|
||||
|
||||
mainImage.updateImage();
|
||||
});
|
||||
}
|
||||
*haltExecution = true;
|
||||
raycaster.join();
|
||||
delete(spiderVAO);
|
||||
delete(houseVAO);
|
||||
delete(planeVAO);
|
||||
#else
|
||||
flog << "Program not compiled with GUI support! Unable to continue!\n";
|
||||
#endif
|
||||
|
|
|
@ -182,10 +182,8 @@ namespace Raytracing {
|
|||
PRECISION_TYPE sf = 1.0 / raysPerPixel;
|
||||
// apply pixel color with gamma correction
|
||||
image.setPixelColor(x, y, {std::sqrt(sf * color.r()), std::sqrt(sf * color.g()), std::sqrt(sf * color.b())});
|
||||
if (*haltExecution || *haltRaytracing) {
|
||||
tlog << "Halting raytracing! " << *haltExecution << " " << *haltRaytracing << " " << i << "\n";
|
||||
if (*haltExecution || *haltRaytracing)
|
||||
return;
|
||||
}
|
||||
while (*pauseRaytracing) // sleep for 1/60th of a second, or about 1 frame.
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(16));
|
||||
} catch (std::exception& error) {
|
||||
|
@ -196,7 +194,6 @@ namespace Raytracing {
|
|||
}
|
||||
j++;
|
||||
}
|
||||
tlog << "ex threead " << i << "\n";
|
||||
finishedThreads++;
|
||||
profiler::end("Raytracer Results", str.str());
|
||||
}));
|
||||
|
|
|
@ -57,7 +57,8 @@ namespace Raytracing {
|
|||
}
|
||||
|
||||
std::pair<HitData, Object*> World::checkIfHit(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) const {
|
||||
/*if (bvhTree != nullptr){
|
||||
// actually speeds up rendering by about 110,000ms (total across 16 threads)
|
||||
if (bvhTree != nullptr){
|
||||
auto hResult = HitData{false, Vec4(), Vec4(), max};
|
||||
Object* objPtr = nullptr;
|
||||
|
||||
|
@ -86,7 +87,7 @@ namespace Raytracing {
|
|||
}
|
||||
|
||||
return {hResult, objPtr};
|
||||
} else {*/
|
||||
} else {
|
||||
// rejection algo without using a binary space partitioning data structure
|
||||
auto hResult = HitData{false, Vec4(), Vec4(), max};
|
||||
Object* objPtr = nullptr;
|
||||
|
@ -100,11 +101,11 @@ namespace Raytracing {
|
|||
}
|
||||
}
|
||||
return {hResult, objPtr};
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
void World::generateBVH() {
|
||||
//bvhTree = new BVHTree(objects);
|
||||
bvhTree = new BVHTree(objects);
|
||||
}
|
||||
|
||||
ScatterResults DiffuseMaterial::scatter(const Ray& ray, const HitData& hitData) const {
|
||||
|
|
|
@ -0,0 +1,41 @@
|
|||
/*
|
||||
* Created by Brett Terpstra 6920201 on 30/10/22.
|
||||
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
|
||||
*/
|
||||
#include <graphics/debug_gui.h>
|
||||
#include <engine/util/std.h>
|
||||
#include <graphics/imgui/imgui.h>
|
||||
|
||||
// this file is only included if the compile gui setting is enabled in CMake
|
||||
namespace Raytracing {
|
||||
|
||||
std::vector<std::pair<std::string, std::function<void()>>> tabs;
|
||||
|
||||
void DebugUI::render(const std::function<void()>& generalTab) {
|
||||
if (ImGui::Begin("Debug Menu", nullptr, ImGuiWindowFlags_AlwaysAutoResize)){
|
||||
if (ImGui::BeginTabBar("debugTabs")){
|
||||
// Always have the general tab for starting / stopping the ray tracer
|
||||
if (ImGui::BeginTabItem("General")) {
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate,
|
||||
ImGui::GetIO().Framerate);
|
||||
generalTab();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
// add any extra tabs after
|
||||
for (const auto& tab: tabs) {
|
||||
if (ImGui::BeginTabItem(tab.first.c_str())) {
|
||||
tab.second();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
void DebugUI::registerTab(const std::string& name, const std::function<void()>& tabFunc) {
|
||||
tabs.emplace_back(name, tabFunc);
|
||||
}
|
||||
}
|
|
@ -6,8 +6,9 @@
|
|||
#include <graphics/gl/gl.h>
|
||||
#include <GL/glx.h>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <graphics/gl/stb_image.h>
|
||||
#include "engine/image/stb_image.h"
|
||||
|
||||
#ifndef USE_GLFW
|
||||
PFNGLCREATEVERTEXARRAYSPROC glCreateVertexArrays;
|
||||
PFNGLCREATEBUFFERSPROC glCreateBuffers;
|
||||
PFNGLNAMEDBUFFERDATAPROC glNamedBufferData;
|
||||
|
@ -29,6 +30,7 @@ void assignGLFunctionPointers() {
|
|||
glVertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC) glXGetProcAddress((unsigned char*) "glVertexArrayAttribFormat");
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
unsigned int createVAO() {
|
||||
unsigned int vaoID;
|
||||
|
@ -107,9 +109,6 @@ VAO::VAO(const std::vector<float>& verts, const std::vector<float>& uvs, const s
|
|||
// enable the attributes, prevents us from having to do this later.
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
// redundant DSA nonsense. TODO: remove? my plan was to switch to GL4.6 idk if wise.
|
||||
(*glEnableVertexArrayAttrib)(VaoID, 0);
|
||||
(*glEnableVertexArrayAttrib)(VaoID, 1);
|
||||
// store index data
|
||||
storeData((int)indices.size(), indices.data());
|
||||
// store vertex data
|
||||
|
@ -119,14 +118,11 @@ VAO::VAO(const std::vector<float>& verts, const std::vector<float>& uvs, const s
|
|||
unbind();
|
||||
}
|
||||
VAO::VAO(const std::vector<Raytracing::Triangle>& triangles): VaoID(createVAO()) {
|
||||
this->drawCount = (int)triangles.size();
|
||||
this->drawCount = (int)triangles.size() * 3;
|
||||
glBindVertexArray(VaoID);
|
||||
// enable the attributes, prevents us from having to do this later.
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
// redundant DSA nonsense. TODO: remove? my plan was to switch to GL4.6 idk if wise.
|
||||
(*glEnableVertexArrayAttrib)(VaoID, 0);
|
||||
(*glEnableVertexArrayAttrib)(VaoID, 1);
|
||||
// convert vertex data
|
||||
std::vector<float> verts;
|
||||
std::vector<float> uvs;
|
||||
|
@ -173,12 +169,12 @@ VAO::VAO(const std::vector<Raytracing::Triangle>& triangles): VaoID(createVAO())
|
|||
storeData(2, 3, 3 * sizeof(float), 0, (int)normals.size(), normals.data());
|
||||
// create an instance buffer with a large number of positions (stored in matrices)
|
||||
// this way we don't have to expand it later, since I don't think I'll use 1k
|
||||
createInstanceVBO(1000, sizeof(Raytracing::Mat4x4));
|
||||
// send the positions as attributes
|
||||
addInstancedAttribute(3, 4, sizeof(Raytracing::Mat4x4), 0);
|
||||
addInstancedAttribute(4, 4, sizeof(Raytracing::Mat4x4), 16);
|
||||
addInstancedAttribute(5, 4, sizeof(Raytracing::Mat4x4), 32);
|
||||
addInstancedAttribute(6, 4, sizeof(Raytracing::Mat4x4), 48);
|
||||
// createInstanceVBO(1000, sizeof(Raytracing::Mat4x4));
|
||||
// // send the positions as attributes
|
||||
// addInstancedAttribute(3, 4, sizeof(Raytracing::Mat4x4), 0);
|
||||
// addInstancedAttribute(4, 4, sizeof(Raytracing::Mat4x4), 16);
|
||||
// addInstancedAttribute(5, 4, sizeof(Raytracing::Mat4x4), 32);
|
||||
// addInstancedAttribute(6, 4, sizeof(Raytracing::Mat4x4), 48);
|
||||
unbind();
|
||||
}
|
||||
void VAO::bind() const {
|
||||
|
@ -188,24 +184,30 @@ void VAO::unbind() {
|
|||
glBindVertexArray(0);
|
||||
VaoID;
|
||||
}
|
||||
void VAO::draw(const std::vector<Raytracing::Vec4>& positions) {
|
||||
void VAO::draw(Raytracing::Shader& shader, const std::vector<Raytracing::Vec4>& positions) {
|
||||
// this should only update if we are drawing with more positions than we already have allocated.
|
||||
createInstanceVBO((int)positions.size(), sizeof(Raytracing::Mat4x4));
|
||||
std::vector<Raytracing::Mat4x4> data;
|
||||
for (const Raytracing::Vec4& v : positions){
|
||||
// identity matrix
|
||||
Raytracing::Mat4x4 mat4X4 {};
|
||||
// translate to position
|
||||
mat4X4 = mat4X4.translate(v);
|
||||
data.push_back(mat4X4);
|
||||
}
|
||||
// createInstanceVBO((int)positions.size(), sizeof(Raytracing::Mat4x4));
|
||||
// std::vector<Raytracing::Mat4x4> data;
|
||||
// for (const Raytracing::Vec4& v : positions){
|
||||
// // identity matrix
|
||||
// Raytracing::Mat4x4 mat4X4 {};
|
||||
// // translate to position
|
||||
// mat4X4 = mat4X4.translate(v);
|
||||
// data.push_back(mat4X4);
|
||||
// }
|
||||
// send translated matrices as data to the GPU, TODO: since this will likely be used on static geometry, try making this more static!
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
|
||||
//glBufferData(GL_ARRAY_BUFFER, datas.size() * sizeof(LightData), NULL, GL_STREAM_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, (long)(data.size() * sizeof(Raytracing::Mat4x4)), &data[0]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
// then finally draw
|
||||
glDrawArraysInstanced(GL_TRIANGLES, 0, drawCount * 3, (int)positions.size());
|
||||
// glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
|
||||
// //glBufferData(GL_ARRAY_BUFFER, datas.size() * sizeof(LightData), NULL, GL_STREAM_DRAW);
|
||||
// glBufferSubData(GL_ARRAY_BUFFER, 0, (long)(data.size() * sizeof(Raytracing::Mat4x4)), &data[0]);
|
||||
// glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
// // then finally draw
|
||||
//glDrawArraysInstanced(GL_TRIANGLES, 0, drawCount * 3, (int)positions.size());
|
||||
for (const auto& v : positions) {
|
||||
Raytracing::Mat4x4 transform {};
|
||||
transform.translate(v);
|
||||
shader.setMatrix("transform", transform);
|
||||
glDrawArrays(GL_TRIANGLES, 0, drawCount);
|
||||
}
|
||||
}
|
||||
void VAO::draw() const {
|
||||
if (drawCount < 0)
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
*/
|
||||
#include <graphics/graphics.h>
|
||||
#include <chrono>
|
||||
#include <GLES/glext.h>
|
||||
#include <graphics/gl/gl.h>
|
||||
#include "engine/image/stb_image.h"
|
||||
|
||||
namespace Raytracing {
|
||||
|
||||
|
@ -61,10 +61,115 @@ namespace Raytracing {
|
|||
delete (quad);
|
||||
}
|
||||
|
||||
// unfortunately GLX doesn't provide a typedef for the context creation, so we must define our own. I've chosen to go with the same style as
|
||||
// GL function pointers, "Pointer to the FunctioN GLX createContextAttribsARB PROCedure"
|
||||
typedef GLXContext (* PFNGLXCREATECONTEXTATTRIBSARBPROC)(Display*, GLXFBConfig, GLXContext, Bool, const int*);
|
||||
struct ImageData {
|
||||
unsigned char* data;
|
||||
int width;
|
||||
int height;
|
||||
int channels;
|
||||
};
|
||||
|
||||
GLFWimage getImageData(const std::string& file) {
|
||||
GLFWimage imager;
|
||||
int channels = 0;
|
||||
imager.pixels = stbi_load(file.c_str(), &imager.width, &imager.height, &channels, 4);
|
||||
return imager;
|
||||
}
|
||||
|
||||
#ifdef USE_GLFW
|
||||
XWindow::XWindow(int width, int height): m_displayWidth(width), m_displayHeight(height) {
|
||||
// OpenGL 4.6 is like 5 years old at this point and most systems support it
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
// We only generated GLAD headers for GL core profile. Plus renderdoc only support core profile.
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
// Apple stuff. Not like apple supports GL4.6 anyways :/
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_VISIBLE, GL_TRUE);
|
||||
glfwWindowHint(GLFW_DECORATED, GL_TRUE);
|
||||
glfwWindowHint(GLFW_FOCUSED, GL_TRUE);
|
||||
|
||||
glfwSetErrorCallback([](int error_code, const char* description) -> void {
|
||||
elog << "GLFW Error: " << error_code << "\n\t" << description << "\n";
|
||||
});
|
||||
|
||||
if (!glfwInit())
|
||||
throw std::runtime_error("Unable to init GLFW!\n");
|
||||
|
||||
// create a window using the above settings,
|
||||
window = glfwCreateWindow(width, height, "GLFW 3P93 Raytracing Project", NULL, NULL);
|
||||
if (!window)
|
||||
throw std::runtime_error("Unable to create GLFW window!\n");
|
||||
glfwMakeContextCurrent(window);
|
||||
// enable V-Sync.
|
||||
glfwSwapInterval(1);
|
||||
// setup the callbacks we might use.
|
||||
auto imageData16 = getImageData("../resources/icon/icon16.png");
|
||||
auto imageData32 = getImageData("../resources/icon/icon32.png");
|
||||
GLFWimage images[2];
|
||||
// TODO: delete STBI_resize
|
||||
images[0] = imageData16;
|
||||
images[1] = imageData32;
|
||||
|
||||
glfwSetWindowIcon(window, 2, images);
|
||||
stbi_image_free(imageData16.pixels);
|
||||
stbi_image_free(imageData32.pixels);
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
ImGui::StyleColorsDark();
|
||||
// create ImGUI GLFW instance and install the callbacks
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init("#version 130");
|
||||
|
||||
int version = gladLoadGL(glfwGetProcAddress);
|
||||
if(!version)
|
||||
throw std::runtime_error("Unable to load Glad GL!\n");
|
||||
|
||||
glfwShowWindow(window);
|
||||
ilog << "Loaded GL" << GLAD_VERSION_MAJOR(version) << "." << GLAD_VERSION_MINOR(version) << "!\n";
|
||||
}
|
||||
void XWindow::runUpdates(const std::function<void()>& drawFunction) {
|
||||
// check for window events
|
||||
isCloseRequested = glfwWindowShouldClose(window);
|
||||
glfwPollEvents();
|
||||
// update window settings
|
||||
glfwGetFramebufferSize(window, &m_displayWidth, &m_displayHeight);
|
||||
glViewport(0, 0, m_displayWidth, m_displayHeight);
|
||||
glClearColor(0.5, 0.7, 1.0, 1.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
ImGui::ShowDemoWindow(nullptr);
|
||||
|
||||
drawFunction();
|
||||
|
||||
// Render ImGUI
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
void XWindow::closeWindow() {
|
||||
if (isCloseRequested)
|
||||
return;
|
||||
tlog << "Closing window!\n";
|
||||
isCloseRequested = true;
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
}
|
||||
XWindow::~XWindow() {
|
||||
closeWindow();
|
||||
}
|
||||
#else
|
||||
XWindow::XWindow(int width, int height): m_width(width), m_height(height) {
|
||||
// open the DEFAULT display. We don't want to open a specific screen as that is annoying.
|
||||
dlog << "Creating X11 display!\n";
|
||||
|
@ -145,19 +250,47 @@ namespace Raytracing {
|
|||
CWColormap | CWEventMask,
|
||||
&xSetWindowAttributes);
|
||||
// install a error handler
|
||||
// maybe we should set back the old one but i'd rather it goto std:err than crash the window
|
||||
// maybe we should set back the old one but I'd rather it goto std:err than crash the window
|
||||
XSetErrorHandler([](Display* displayPtr, XErrorEvent* eventPtr) -> int {
|
||||
elog << "An error occurred while trying to setup X11: " << eventPtr->error_code << ";\n " << eventPtr->minor_code << ";\n "
|
||||
<< eventPtr->request_code << "\n";
|
||||
return 0;
|
||||
});
|
||||
|
||||
// Now show the window
|
||||
XMapWindow(display, window);
|
||||
XStoreName(display, window, "3P93 Raytracing Project");
|
||||
ImageInput image("../resources/icon/icon.png");
|
||||
auto* imageData = image.getImageAsIconBuffer();
|
||||
|
||||
auto hints = XAllocWMHints();
|
||||
hints->flags = IconPixmapHint | StateHint | IconPositionHint;
|
||||
auto pixMapRob = XCreateBitmapFromData(display, window, (const char*) (icon_bits), 32, 32);
|
||||
if (!pixMapRob)
|
||||
flog << "Unable to create icon pixel map\n";
|
||||
hints->icon_pixmap = pixMapRob;
|
||||
hints->initial_state = IconicState;
|
||||
hints->icon_x = 0;
|
||||
hints->icon_y = 0;
|
||||
XSetWMHints(display, window, hints);
|
||||
XFree(hints);
|
||||
|
||||
int length = 32 * 32 + 2;
|
||||
//int length = 16 * 16 * 4 + 32*32 * 4 + 4 * 4;
|
||||
XChangeProperty(display,
|
||||
window,
|
||||
XInternAtom(display, "_NET_WM_ICON", False),
|
||||
XInternAtom(display, "CARDINAL", False),
|
||||
32,
|
||||
PropModeReplace,
|
||||
(const unsigned char*) imageData,
|
||||
length);
|
||||
delete[](imageData);
|
||||
// there might actually be an argument to be made about X11 being outdated....
|
||||
wmDelete = XInternAtom(display, "WM_DELETE_WINDOW", True);
|
||||
XSetWMProtocols(display, window, &wmDelete, 1);
|
||||
|
||||
// Now show the window
|
||||
XMapWindow(display, window);
|
||||
|
||||
// get the list of GLX extensions for this system
|
||||
const char* glExtensions = glXQueryExtensionsString(display, DefaultScreen(display));
|
||||
// much in the same way that we get GL function pointers and use them we will do the same with the context creation
|
||||
|
@ -181,7 +314,7 @@ namespace Raytracing {
|
|||
XSync(display, False);
|
||||
if (!glContext)
|
||||
flog << "Unable to create GL context!";
|
||||
if (glXIsDirect(display, glContext)){
|
||||
if (glXIsDirect(display, glContext)) {
|
||||
ilog << "A direct GL context was acquired!\n";
|
||||
} else // direct contexts are faster than indirect!
|
||||
wlog << "Warning! Indirect context!\n";
|
||||
|
@ -193,7 +326,7 @@ namespace Raytracing {
|
|||
// we want to respect depth
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
assignGLFunctionPointers();
|
||||
//assignGLFunctionPointers();
|
||||
//glEnableVertexArrayAttribPtr = glXGetProcAddress((unsigned char*)("glEnableVertexArrayAttrib"));
|
||||
|
||||
// Setup Dear IMGUI
|
||||
|
@ -323,4 +456,5 @@ namespace Raytracing {
|
|||
XDestroyWindow(display, window);
|
||||
XCloseDisplay(display);
|
||||
}
|
||||
#endif
|
||||
}
|
|
@ -1,13 +1,3 @@
|
|||
/*
|
||||
* Created by Brett Terpstra 6920201 on 25/10/22.
|
||||
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
|
||||
*
|
||||
*
|
||||
* I HAVE MODIFIED THIS FILE SIGNIFICANTLY!
|
||||
* I AM NOT USING GLFW
|
||||
* BUT HAVE TAKEN THE BACKEND FOR IT AND ADAPTED IT FOR RAW X11
|
||||
*
|
||||
*/
|
||||
// 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.)
|
||||
|
@ -24,13 +14,105 @@
|
|||
// 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)
|
||||
// 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 "graphics/imgui/imgui.h"
|
||||
#include "graphics/imgui/imgui_impl_glfw.h"
|
||||
#define XK_LATIN1
|
||||
#define XK_MISCELLANY
|
||||
#include <graphics/keys.h>
|
||||
#include <engine/util/logging.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
|
||||
|
||||
// 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()
|
||||
|
||||
// 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;
|
||||
|
||||
// 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;
|
||||
|
||||
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.
|
||||
|
@ -39,201 +121,182 @@
|
|||
// (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);
|
||||
}
|
||||
|
||||
//// Functions
|
||||
//static const char* ImGui_ImplGlfw_GetClipboardText(void* data) {
|
||||
//// auto sel = XInternAtom(display, "CLIPBOARD", false);
|
||||
//// auto utf = XInternAtom(display, "UTF8_STRING", false);
|
||||
//// Window WindowWithSelection = XGetSelectionOwner(display, sel);
|
||||
//// if (WindowWithSelection == None)
|
||||
//// return "";
|
||||
//// auto fake = XCreateSimpleWindow(display, root, -10, -10, 1, 1, 0, 0, 0);
|
||||
//// auto fakeProperty = XInternAtom(display, "UGHX11", false);
|
||||
//// XConvertSelection(display, sel, utf, fakeProperty, fake, CurrentTime);
|
||||
//// int di;
|
||||
//// unsigned long size, dul;
|
||||
//// unsigned char* clipboard;
|
||||
//// XGetWindowProperty(display, fake, fakeProperty, 0, 0, false, AnyPropertyType, &type, )
|
||||
//// TODO:
|
||||
// return "\0";
|
||||
//}
|
||||
//
|
||||
//void ImGui_ImplGlfw_SetClipboardText(void* data) {
|
||||
// // TODO:
|
||||
// //glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
//}
|
||||
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
{
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(unsigned int key) {
|
||||
switch (key) {
|
||||
case XK_Tab: return ImGuiKey_Tab;
|
||||
case XK_Left: return ImGuiKey_LeftArrow;
|
||||
case XK_Right: return ImGuiKey_RightArrow;
|
||||
case XK_Up: return ImGuiKey_UpArrow;
|
||||
case XK_Down: return ImGuiKey_DownArrow;
|
||||
case XK_Page_Up: return ImGuiKey_PageUp;
|
||||
case XK_Page_Down: return ImGuiKey_PageDown;
|
||||
case XK_Home: return ImGuiKey_Home;
|
||||
case XK_End: return ImGuiKey_End;
|
||||
case XK_Insert: return ImGuiKey_Insert;
|
||||
case XK_Delete: return ImGuiKey_Delete;
|
||||
case XK_BackSpace: return ImGuiKey_Backspace;
|
||||
case XK_space: return ImGuiKey_Space;
|
||||
case XK_Return: return ImGuiKey_Enter;
|
||||
case XK_Escape: return ImGuiKey_Escape;
|
||||
case XK_apostrophe: return ImGuiKey_Apostrophe;
|
||||
case XK_comma: return ImGuiKey_Comma;
|
||||
case XK_minus: return ImGuiKey_Minus;
|
||||
case XK_period: return ImGuiKey_Period;
|
||||
case XK_slash: return ImGuiKey_Slash;
|
||||
case XK_semicolon: return ImGuiKey_Semicolon;
|
||||
case XK_equal: return ImGuiKey_Equal;
|
||||
case XK_bracketleft: return ImGuiKey_LeftBracket;
|
||||
case XK_backslash: return ImGuiKey_Backslash;
|
||||
case XK_bracketright: return ImGuiKey_RightBracket;
|
||||
case XK_grave: return ImGuiKey_GraveAccent;
|
||||
case XK_Caps_Lock: return ImGuiKey_CapsLock;
|
||||
case XK_Scroll_Lock: return ImGuiKey_ScrollLock;
|
||||
case XK_Num_Lock: return ImGuiKey_NumLock;
|
||||
case XK_Print: return ImGuiKey_PrintScreen;
|
||||
case XK_Pause: return ImGuiKey_Pause;
|
||||
case XK_KP_0: return ImGuiKey_Keypad0;
|
||||
case XK_KP_1: return ImGuiKey_Keypad1;
|
||||
case XK_KP_2: return ImGuiKey_Keypad2;
|
||||
case XK_KP_3: return ImGuiKey_Keypad3;
|
||||
case XK_KP_4: return ImGuiKey_Keypad4;
|
||||
case XK_KP_5: return ImGuiKey_Keypad5;
|
||||
case XK_KP_6: return ImGuiKey_Keypad6;
|
||||
case XK_KP_7: return ImGuiKey_Keypad7;
|
||||
case XK_KP_8: return ImGuiKey_Keypad8;
|
||||
case XK_KP_9: return ImGuiKey_Keypad9;
|
||||
case XK_KP_Decimal: return ImGuiKey_KeypadDecimal;
|
||||
case XK_KP_Divide: return ImGuiKey_KeypadDivide;
|
||||
case XK_KP_Multiply: return ImGuiKey_KeypadMultiply;
|
||||
case XK_KP_Subtract: return ImGuiKey_KeypadSubtract;
|
||||
case XK_KP_Add: return ImGuiKey_KeypadAdd;
|
||||
case XK_KP_Enter: return ImGuiKey_KeypadEnter;
|
||||
case XK_KP_Equal: return ImGuiKey_KeypadEqual;
|
||||
case XK_Shift_L: return ImGuiKey_LeftShift;
|
||||
case XK_Control_L: return ImGuiKey_LeftCtrl;
|
||||
case XK_Alt_L: return ImGuiKey_LeftAlt;
|
||||
case XK_Super_L: return ImGuiKey_LeftSuper;
|
||||
case XK_Shift_R: return ImGuiKey_RightShift;
|
||||
case XK_Control_R: return ImGuiKey_RightCtrl;
|
||||
case XK_Alt_R: return ImGuiKey_RightAlt;
|
||||
case XK_Super_R: return ImGuiKey_RightSuper;
|
||||
case XK_Menu: return ImGuiKey_Menu;
|
||||
case XK_0: return ImGuiKey_0;
|
||||
case XK_1: return ImGuiKey_1;
|
||||
case XK_2: return ImGuiKey_2;
|
||||
case XK_3: return ImGuiKey_3;
|
||||
case XK_4: return ImGuiKey_4;
|
||||
case XK_5: return ImGuiKey_5;
|
||||
case XK_6: return ImGuiKey_6;
|
||||
case XK_7: return ImGuiKey_7;
|
||||
case XK_8: return ImGuiKey_8;
|
||||
case XK_9: return ImGuiKey_9;
|
||||
case XK_A: return ImGuiKey_A;
|
||||
case XK_B: return ImGuiKey_B;
|
||||
case XK_C: return ImGuiKey_C;
|
||||
case XK_D: return ImGuiKey_D;
|
||||
case XK_E: return ImGuiKey_E;
|
||||
case XK_F: return ImGuiKey_F;
|
||||
case XK_G: return ImGuiKey_G;
|
||||
case XK_H: return ImGuiKey_H;
|
||||
case XK_I: return ImGuiKey_I;
|
||||
case XK_J: return ImGuiKey_J;
|
||||
case XK_K: return ImGuiKey_K;
|
||||
case XK_L: return ImGuiKey_L;
|
||||
case XK_M: return ImGuiKey_M;
|
||||
case XK_N: return ImGuiKey_N;
|
||||
case XK_O: return ImGuiKey_O;
|
||||
case XK_P: return ImGuiKey_P;
|
||||
case XK_Q: return ImGuiKey_Q;
|
||||
case XK_R: return ImGuiKey_R;
|
||||
case XK_S: return ImGuiKey_S;
|
||||
case XK_T: return ImGuiKey_T;
|
||||
case XK_U: return ImGuiKey_U;
|
||||
case XK_V: return ImGuiKey_V;
|
||||
case XK_W: return ImGuiKey_W;
|
||||
case XK_X: return ImGuiKey_X;
|
||||
case XK_Y: return ImGuiKey_Y;
|
||||
case XK_Z: return ImGuiKey_Z;
|
||||
case XK_a: return ImGuiKey_A;
|
||||
case XK_b: return ImGuiKey_B;
|
||||
case XK_c: return ImGuiKey_C;
|
||||
case XK_d: return ImGuiKey_D;
|
||||
case XK_e: return ImGuiKey_E;
|
||||
case XK_f: return ImGuiKey_F;
|
||||
case XK_g: return ImGuiKey_G;
|
||||
case XK_h: return ImGuiKey_H;
|
||||
case XK_i: return ImGuiKey_I;
|
||||
case XK_j: return ImGuiKey_J;
|
||||
case XK_k: return ImGuiKey_K;
|
||||
case XK_l: return ImGuiKey_L;
|
||||
case XK_m: return ImGuiKey_M;
|
||||
case XK_n: return ImGuiKey_N;
|
||||
case XK_o: return ImGuiKey_O;
|
||||
case XK_p: return ImGuiKey_P;
|
||||
case XK_q: return ImGuiKey_Q;
|
||||
case XK_r: return ImGuiKey_R;
|
||||
case XK_s: return ImGuiKey_S;
|
||||
case XK_t: return ImGuiKey_T;
|
||||
case XK_u: return ImGuiKey_U;
|
||||
case XK_v: return ImGuiKey_V;
|
||||
case XK_w: return ImGuiKey_W;
|
||||
case XK_x: return ImGuiKey_X;
|
||||
case XK_y: return ImGuiKey_Y;
|
||||
case XK_z: return ImGuiKey_Z;
|
||||
case XK_F1: return ImGuiKey_F1;
|
||||
case XK_F2: return ImGuiKey_F2;
|
||||
case XK_F3: return ImGuiKey_F3;
|
||||
case XK_F4: return ImGuiKey_F4;
|
||||
case XK_F5: return ImGuiKey_F5;
|
||||
case XK_F6: return ImGuiKey_F6;
|
||||
case XK_F7: return ImGuiKey_F7;
|
||||
case XK_F8: return ImGuiKey_F8;
|
||||
case XK_F9: return ImGuiKey_F9;
|
||||
case XK_F10: return ImGuiKey_F10;
|
||||
case XK_F11: return ImGuiKey_F11;
|
||||
case XK_F12: return ImGuiKey_F12;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
int ImGui_ImplGlfw_KeyToModifier(unsigned int key) {
|
||||
if (key == XK_Control_L || key == XK_Control_R)
|
||||
return RT_CONTROL;
|
||||
if (key == XK_Shift_L || key == XK_Shift_R)
|
||||
return RT_SHIFT;
|
||||
if (key == XK_Alt_L || key == XK_Alt_R)
|
||||
return RT_ALT;
|
||||
if (key == XK_Super_L || key == XK_Super_R)
|
||||
return RT_SUPER;
|
||||
static int ImGui_ImplGlfw_KeyToModifier(int key)
|
||||
{
|
||||
if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL)
|
||||
return GLFW_MOD_CONTROL;
|
||||
if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT)
|
||||
return GLFW_MOD_SHIFT;
|
||||
if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT)
|
||||
return GLFW_MOD_ALT;
|
||||
if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER)
|
||||
return GLFW_MOD_SUPER;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiModFlags_Ctrl, (mods & RT_CONTROL) != 0);
|
||||
io.AddKeyEvent(ImGuiModFlags_Shift, (mods & RT_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiModFlags_Alt, (mods & RT_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiModFlags_Super, (mods & RT_SUPER) != 0);
|
||||
io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
|
||||
io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(unsigned int button, bool press, int mods) {
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (button < ImGuiMouseButton_COUNT)
|
||||
io.AddMouseButtonEvent((int)button, press);
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(double xoffset, double yoffset) {
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackScroll != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
||||
}
|
||||
|
||||
static int ImGui_ImplGlfw_TranslateUntranslatedKey(unsigned int key, int scancode) {
|
||||
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)
|
||||
|
@ -260,87 +323,162 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(unsigned int key, int scancod
|
|||
return key;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(unsigned int keycode, int scancode, bool press, int mods) {
|
||||
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 && window == bd->Window)
|
||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
||||
|
||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
// Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630
|
||||
if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode))
|
||||
mods = (press) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
|
||||
mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
||||
|
||||
//keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
||||
if (!press && ((keycode < 127 && keycode > 80) || (keycode < 64 && keycode > 31)))
|
||||
io.AddInputCharacter(keycode);
|
||||
io.AddKeyEvent(imgui_key, press);
|
||||
io.SetKeyEventNativeData(imgui_key, (int)keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
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(int focused) {
|
||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackWindowFocus != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackWindowFocus(window, focused);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(double x, double y, bool cursorVisible) {
|
||||
if (!cursorVisible)
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != nullptr && window == bd->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);
|
||||
}
|
||||
|
||||
ImVec2 LastValidMousePos {0, 0};
|
||||
|
||||
// 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(int entered, bool cursorVisible) {
|
||||
if (!cursorVisible)
|
||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorEnter != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered) {
|
||||
io.AddMousePosEvent(LastValidMousePos.x, LastValidMousePos.y);
|
||||
} else {
|
||||
LastValidMousePos = io.MousePos;
|
||||
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(unsigned int c) {
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackChar != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MonitorCallback(int) {
|
||||
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.
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks() {
|
||||
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() {
|
||||
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;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_Init() {
|
||||
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)
|
||||
|
||||
// TODO
|
||||
//io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
//io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
//io.ClipboardUserData = bd->Window;
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
#if defined(_WIN32)
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
|
||||
#endif
|
||||
|
||||
// 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);
|
||||
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);
|
||||
|
@ -356,46 +494,88 @@ bool ImGui_ImplGlfw_Init() {
|
|||
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*/
|
||||
#endif
|
||||
#if (GLFW_VERSION_COMBINED >= 3300) // Eat errors (see #5785)
|
||||
(void)glfwGetError(NULL);
|
||||
#endif
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
|
||||
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]);
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_UpdateMouseData(bool cursorVisible, bool focused) {
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (!cursorVisible) {
|
||||
if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
{
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
return;
|
||||
}
|
||||
if (focused) {
|
||||
// TODO:
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool is_app_focused = true;
|
||||
#else
|
||||
const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
if (is_app_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(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(bd->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 (is_app_focused && bd->MouseWindow == nullptr)
|
||||
if (is_app_focused && bd->MouseWindow == nullptr)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_UpdateMouseCursor() {
|
||||
// TODO:
|
||||
/*ImGuiIO& io = ImGui::GetIO();
|
||||
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;
|
||||
|
@ -412,23 +592,89 @@ void ImGui_ImplGlfw_UpdateMouseCursor() {
|
|||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
double DTime = 0;
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame(double time, int display_w, int display_h, int w, int h) {
|
||||
// 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
|
||||
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 = time / 1000.0;
|
||||
io.DeltaTime = DTime > 0.0 ? (float)(current_time - DTime) : (float)(1.0f / 60.0f);
|
||||
DTime = current_time;
|
||||
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 +1,434 @@
|
|||
/*
|
||||
* Created by Brett Terpstra 6920201 on 25/10/22.
|
||||
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
|
||||
*
|
||||
*
|
||||
* I HAVE MODIFIED THIS FILE SIGNIFICANTLY!
|
||||
* I AM NOT USING GLFW
|
||||
* BUT HAVE TAKEN THE BACKEND FOR IT AND ADAPTED IT FOR RAW X11
|
||||
*
|
||||
*/
|
||||
// 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+)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [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
|
||||
|
||||
|
||||
#include "graphics/imgui/imgui.h"
|
||||
#include "graphics/imgui/imgui_impl_x11.h"
|
||||
#define XK_LATIN1
|
||||
#define XK_MISCELLANY
|
||||
#include <graphics/keys.h>
|
||||
#include <engine/util/logging.h>
|
||||
|
||||
// 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_ImplX11_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.
|
||||
|
||||
|
||||
//// Functions
|
||||
//static const char* ImGui_ImplX11_GetClipboardText(void* data) {
|
||||
//// auto sel = XInternAtom(display, "CLIPBOARD", false);
|
||||
//// auto utf = XInternAtom(display, "UTF8_STRING", false);
|
||||
//// Window WindowWithSelection = XGetSelectionOwner(display, sel);
|
||||
//// if (WindowWithSelection == None)
|
||||
//// return "";
|
||||
//// auto fake = XCreateSimpleWindow(display, root, -10, -10, 1, 1, 0, 0, 0);
|
||||
//// auto fakeProperty = XInternAtom(display, "UGHX11", false);
|
||||
//// XConvertSelection(display, sel, utf, fakeProperty, fake, CurrentTime);
|
||||
//// int di;
|
||||
//// unsigned long size, dul;
|
||||
//// unsigned char* clipboard;
|
||||
//// XGetWindowProperty(display, fake, fakeProperty, 0, 0, false, AnyPropertyType, &type, )
|
||||
//// TODO:
|
||||
// return "\0";
|
||||
//}
|
||||
//
|
||||
//void ImGui_ImplX11_SetClipboardText(void* data) {
|
||||
// // TODO:
|
||||
// //glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
//}
|
||||
|
||||
static ImGuiKey ImGui_ImplX11_KeyToImGuiKey(unsigned int key) {
|
||||
switch (key) {
|
||||
case XK_Tab: return ImGuiKey_Tab;
|
||||
case XK_Left: return ImGuiKey_LeftArrow;
|
||||
case XK_Right: return ImGuiKey_RightArrow;
|
||||
case XK_Up: return ImGuiKey_UpArrow;
|
||||
case XK_Down: return ImGuiKey_DownArrow;
|
||||
case XK_Page_Up: return ImGuiKey_PageUp;
|
||||
case XK_Page_Down: return ImGuiKey_PageDown;
|
||||
case XK_Home: return ImGuiKey_Home;
|
||||
case XK_End: return ImGuiKey_End;
|
||||
case XK_Insert: return ImGuiKey_Insert;
|
||||
case XK_Delete: return ImGuiKey_Delete;
|
||||
case XK_BackSpace: return ImGuiKey_Backspace;
|
||||
case XK_space: return ImGuiKey_Space;
|
||||
case XK_Return: return ImGuiKey_Enter;
|
||||
case XK_Escape: return ImGuiKey_Escape;
|
||||
case XK_apostrophe: return ImGuiKey_Apostrophe;
|
||||
case XK_comma: return ImGuiKey_Comma;
|
||||
case XK_minus: return ImGuiKey_Minus;
|
||||
case XK_period: return ImGuiKey_Period;
|
||||
case XK_slash: return ImGuiKey_Slash;
|
||||
case XK_semicolon: return ImGuiKey_Semicolon;
|
||||
case XK_equal: return ImGuiKey_Equal;
|
||||
case XK_bracketleft: return ImGuiKey_LeftBracket;
|
||||
case XK_backslash: return ImGuiKey_Backslash;
|
||||
case XK_bracketright: return ImGuiKey_RightBracket;
|
||||
case XK_grave: return ImGuiKey_GraveAccent;
|
||||
case XK_Caps_Lock: return ImGuiKey_CapsLock;
|
||||
case XK_Scroll_Lock: return ImGuiKey_ScrollLock;
|
||||
case XK_Num_Lock: return ImGuiKey_NumLock;
|
||||
case XK_Print: return ImGuiKey_PrintScreen;
|
||||
case XK_Pause: return ImGuiKey_Pause;
|
||||
case XK_KP_0: return ImGuiKey_Keypad0;
|
||||
case XK_KP_1: return ImGuiKey_Keypad1;
|
||||
case XK_KP_2: return ImGuiKey_Keypad2;
|
||||
case XK_KP_3: return ImGuiKey_Keypad3;
|
||||
case XK_KP_4: return ImGuiKey_Keypad4;
|
||||
case XK_KP_5: return ImGuiKey_Keypad5;
|
||||
case XK_KP_6: return ImGuiKey_Keypad6;
|
||||
case XK_KP_7: return ImGuiKey_Keypad7;
|
||||
case XK_KP_8: return ImGuiKey_Keypad8;
|
||||
case XK_KP_9: return ImGuiKey_Keypad9;
|
||||
case XK_KP_Decimal: return ImGuiKey_KeypadDecimal;
|
||||
case XK_KP_Divide: return ImGuiKey_KeypadDivide;
|
||||
case XK_KP_Multiply: return ImGuiKey_KeypadMultiply;
|
||||
case XK_KP_Subtract: return ImGuiKey_KeypadSubtract;
|
||||
case XK_KP_Add: return ImGuiKey_KeypadAdd;
|
||||
case XK_KP_Enter: return ImGuiKey_KeypadEnter;
|
||||
case XK_KP_Equal: return ImGuiKey_KeypadEqual;
|
||||
case XK_Shift_L: return ImGuiKey_LeftShift;
|
||||
case XK_Control_L: return ImGuiKey_LeftCtrl;
|
||||
case XK_Alt_L: return ImGuiKey_LeftAlt;
|
||||
case XK_Super_L: return ImGuiKey_LeftSuper;
|
||||
case XK_Shift_R: return ImGuiKey_RightShift;
|
||||
case XK_Control_R: return ImGuiKey_RightCtrl;
|
||||
case XK_Alt_R: return ImGuiKey_RightAlt;
|
||||
case XK_Super_R: return ImGuiKey_RightSuper;
|
||||
case XK_Menu: return ImGuiKey_Menu;
|
||||
case XK_0: return ImGuiKey_0;
|
||||
case XK_1: return ImGuiKey_1;
|
||||
case XK_2: return ImGuiKey_2;
|
||||
case XK_3: return ImGuiKey_3;
|
||||
case XK_4: return ImGuiKey_4;
|
||||
case XK_5: return ImGuiKey_5;
|
||||
case XK_6: return ImGuiKey_6;
|
||||
case XK_7: return ImGuiKey_7;
|
||||
case XK_8: return ImGuiKey_8;
|
||||
case XK_9: return ImGuiKey_9;
|
||||
case XK_A: return ImGuiKey_A;
|
||||
case XK_B: return ImGuiKey_B;
|
||||
case XK_C: return ImGuiKey_C;
|
||||
case XK_D: return ImGuiKey_D;
|
||||
case XK_E: return ImGuiKey_E;
|
||||
case XK_F: return ImGuiKey_F;
|
||||
case XK_G: return ImGuiKey_G;
|
||||
case XK_H: return ImGuiKey_H;
|
||||
case XK_I: return ImGuiKey_I;
|
||||
case XK_J: return ImGuiKey_J;
|
||||
case XK_K: return ImGuiKey_K;
|
||||
case XK_L: return ImGuiKey_L;
|
||||
case XK_M: return ImGuiKey_M;
|
||||
case XK_N: return ImGuiKey_N;
|
||||
case XK_O: return ImGuiKey_O;
|
||||
case XK_P: return ImGuiKey_P;
|
||||
case XK_Q: return ImGuiKey_Q;
|
||||
case XK_R: return ImGuiKey_R;
|
||||
case XK_S: return ImGuiKey_S;
|
||||
case XK_T: return ImGuiKey_T;
|
||||
case XK_U: return ImGuiKey_U;
|
||||
case XK_V: return ImGuiKey_V;
|
||||
case XK_W: return ImGuiKey_W;
|
||||
case XK_X: return ImGuiKey_X;
|
||||
case XK_Y: return ImGuiKey_Y;
|
||||
case XK_Z: return ImGuiKey_Z;
|
||||
case XK_a: return ImGuiKey_A;
|
||||
case XK_b: return ImGuiKey_B;
|
||||
case XK_c: return ImGuiKey_C;
|
||||
case XK_d: return ImGuiKey_D;
|
||||
case XK_e: return ImGuiKey_E;
|
||||
case XK_f: return ImGuiKey_F;
|
||||
case XK_g: return ImGuiKey_G;
|
||||
case XK_h: return ImGuiKey_H;
|
||||
case XK_i: return ImGuiKey_I;
|
||||
case XK_j: return ImGuiKey_J;
|
||||
case XK_k: return ImGuiKey_K;
|
||||
case XK_l: return ImGuiKey_L;
|
||||
case XK_m: return ImGuiKey_M;
|
||||
case XK_n: return ImGuiKey_N;
|
||||
case XK_o: return ImGuiKey_O;
|
||||
case XK_p: return ImGuiKey_P;
|
||||
case XK_q: return ImGuiKey_Q;
|
||||
case XK_r: return ImGuiKey_R;
|
||||
case XK_s: return ImGuiKey_S;
|
||||
case XK_t: return ImGuiKey_T;
|
||||
case XK_u: return ImGuiKey_U;
|
||||
case XK_v: return ImGuiKey_V;
|
||||
case XK_w: return ImGuiKey_W;
|
||||
case XK_x: return ImGuiKey_X;
|
||||
case XK_y: return ImGuiKey_Y;
|
||||
case XK_z: return ImGuiKey_Z;
|
||||
case XK_F1: return ImGuiKey_F1;
|
||||
case XK_F2: return ImGuiKey_F2;
|
||||
case XK_F3: return ImGuiKey_F3;
|
||||
case XK_F4: return ImGuiKey_F4;
|
||||
case XK_F5: return ImGuiKey_F5;
|
||||
case XK_F6: return ImGuiKey_F6;
|
||||
case XK_F7: return ImGuiKey_F7;
|
||||
case XK_F8: return ImGuiKey_F8;
|
||||
case XK_F9: return ImGuiKey_F9;
|
||||
case XK_F10: return ImGuiKey_F10;
|
||||
case XK_F11: return ImGuiKey_F11;
|
||||
case XK_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
int ImGui_ImplX11_KeyToModifier(unsigned int key) {
|
||||
if (key == XK_Control_L || key == XK_Control_R)
|
||||
return RT_CONTROL;
|
||||
if (key == XK_Shift_L || key == XK_Shift_R)
|
||||
return RT_SHIFT;
|
||||
if (key == XK_Alt_L || key == XK_Alt_R)
|
||||
return RT_ALT;
|
||||
if (key == XK_Super_L || key == XK_Super_R)
|
||||
return RT_SUPER;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_UpdateKeyModifiers(int mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiModFlags_Ctrl, (mods & RT_CONTROL) != 0);
|
||||
io.AddKeyEvent(ImGuiModFlags_Shift, (mods & RT_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiModFlags_Alt, (mods & RT_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiModFlags_Super, (mods & RT_SUPER) != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_MouseButtonCallback(unsigned int button, bool press, int mods) {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (button < ImGuiMouseButton_COUNT)
|
||||
io.AddMouseButtonEvent((int)button, press);
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_ScrollCallback(double xoffset, double yoffset) {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
||||
}
|
||||
|
||||
static int ImGui_ImplX11_TranslateUntranslatedKey(unsigned 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;
|
||||
const char* key_name = glfwGetKeyName(key, scancode);
|
||||
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_ImplX11_KeyCallback(unsigned int keycode, int scancode, bool press, int mods) {
|
||||
// Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630
|
||||
if (int keycode_to_mod = ImGui_ImplX11_KeyToModifier(keycode))
|
||||
mods = (press) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
|
||||
ImGui_ImplX11_UpdateKeyModifiers(mods);
|
||||
|
||||
//keycode = ImGui_ImplX11_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiKey imgui_key = ImGui_ImplX11_KeyToImGuiKey(keycode);
|
||||
if (!press && ((keycode < 127 && keycode > 80) || (keycode < 64 && keycode > 31)))
|
||||
io.AddInputCharacter(keycode);
|
||||
io.AddKeyEvent(imgui_key, press);
|
||||
io.SetKeyEventNativeData(imgui_key, (int)keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_WindowFocusCallback(int focused) {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_CursorPosCallback(double x, double y, bool cursorVisible) {
|
||||
if (!cursorVisible)
|
||||
return;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
}
|
||||
|
||||
ImVec2 LastValidMousePos {0, 0};
|
||||
|
||||
// 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_ImplX11_CursorEnterCallback(int entered, bool cursorVisible) {
|
||||
if (!cursorVisible)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered) {
|
||||
io.AddMousePosEvent(LastValidMousePos.x, LastValidMousePos.y);
|
||||
} else {
|
||||
LastValidMousePos = io.MousePos;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_CharCallback(unsigned int c) {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_MonitorCallback(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.
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_InstallCallbacks() {
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_RestoreCallbacks() {
|
||||
|
||||
}
|
||||
|
||||
bool ImGui_ImplX11_Init() {
|
||||
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
|
||||
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)
|
||||
|
||||
// TODO
|
||||
//io.SetClipboardTextFn = ImGui_ImplX11_SetClipboardText;
|
||||
//io.GetClipboardTextFn = ImGui_ImplX11_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*/
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_UpdateMouseData(bool cursorVisible, bool focused) {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (!cursorVisible) {
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
return;
|
||||
}
|
||||
if (focused) {
|
||||
// TODO:
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
//if (io.WantSetMousePos)
|
||||
// glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplX11_CursorPosCallback already provides this when hovered or captured)
|
||||
/*if (is_app_focused && bd->MouseWindow == nullptr)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_UpdateMouseCursor() {
|
||||
// TODO:
|
||||
/*ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplX11_Data* bd = ImGui_ImplX11_GetBackendData();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(bd->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(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}*/
|
||||
}
|
||||
|
||||
double DTime = 0;
|
||||
|
||||
void ImGui_ImplX11_NewFrame(double time, int display_w, int display_h, int w, int h) {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
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 = time / 1000.0;
|
||||
io.DeltaTime = DTime > 0.0 ? (float)(current_time - DTime) : (float)(1.0f / 60.0f);
|
||||
DTime = current_time;
|
||||
|
||||
ImGui_ImplX11_UpdateMouseCursor();
|
||||
}
|
Loading…
Reference in New Issue