Browse Source

Add opengl 4 demo that uses bindless textures and pesistent mapped vertex buffer

Kees Rijnen 7 years ago
parent
commit
205089ff62
3 changed files with 875 additions and 0 deletions
  1. 26 0
      demo/glfw_opengl4/Makefile
  2. 221 0
      demo/glfw_opengl4/main.c
  3. 628 0
      demo/glfw_opengl4/nuklear_glfw_gl4.h

+ 26 - 0
demo/glfw_opengl4/Makefile

@@ -0,0 +1,26 @@
+# Install
+BIN = demo
+
+# Flags
+CFLAGS += -std=c99 -pedantic -O2
+
+SRC = main.c
+OBJ = $(SRC:.c=.o)
+
+ifeq ($(OS),Windows_NT)
+BIN := $(BIN).exe
+LIBS = -lglfw3 -lopengl32 -lm -lGLU32 -lGLEW32
+else
+	UNAME_S := $(shell uname -s)
+	GLFW3 := $(shell pkg-config --libs glfw3)
+	ifeq ($(UNAME_S),Darwin)
+		LIBS := $(GLFW3) -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo -lm -lGLEW -L/usr/local/lib
+	else
+		LIBS = $(GLFW3) -lGL -lm -lGLU -lGLEW
+	endif
+endif
+
+$(BIN):
+	@mkdir -p bin
+	rm -f bin/$(BIN) $(OBJS)
+	$(CC) $(SRC) $(CFLAGS) -o bin/$(BIN) $(LIBS)

+ 221 - 0
demo/glfw_opengl4/main.c

@@ -0,0 +1,221 @@
+/* nuklear - 1.32.0 - public domain */
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdint.h>
+#include <stdarg.h>
+#include <string.h>
+#include <math.h>
+#include <assert.h>
+#include <math.h>
+#include <limits.h>
+#include <time.h>
+
+#include <GL/glew.h>
+#include <GLFW/glfw3.h>
+
+#define NK_INCLUDE_FIXED_TYPES
+#define NK_INCLUDE_STANDARD_IO
+#define NK_INCLUDE_STANDARD_VARARGS
+#define NK_INCLUDE_DEFAULT_ALLOCATOR
+#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
+#define NK_INCLUDE_FONT_BAKING
+#define NK_INCLUDE_DEFAULT_FONT
+#define NK_IMPLEMENTATION
+#define NK_GLFW_GL4_IMPLEMENTATION
+#include "../../nuklear.h"
+#include "nuklear_glfw_gl4.h"
+
+#define WINDOW_WIDTH 1200
+#define WINDOW_HEIGHT 800
+
+#define MAX_VERTEX_BUFFER 512 * 1024
+#define MAX_ELEMENT_BUFFER 128 * 1024
+
+/* ===============================================================
+ *
+ *                          EXAMPLE
+ *
+ * ===============================================================*/
+/* This are some code examples to provide a small overview of what can be
+ * done with this library. To try out an example uncomment the defines */
+/*#define INCLUDE_ALL */
+/*#define INCLUDE_STYLE */
+/*#define INCLUDE_CALCULATOR */
+/*#define INCLUDE_OVERVIEW */
+/*#define INCLUDE_NODE_EDITOR */
+
+#ifdef INCLUDE_ALL
+  #define INCLUDE_STYLE
+  #define INCLUDE_CALCULATOR
+  #define INCLUDE_OVERVIEW
+  #define INCLUDE_NODE_EDITOR
+#endif
+
+#ifdef INCLUDE_STYLE
+  #include "../style.c"
+#endif
+#ifdef INCLUDE_CALCULATOR
+  #include "../calculator.c"
+#endif
+#ifdef INCLUDE_OVERVIEW
+  #include "../overview.c"
+#endif
+#ifdef INCLUDE_NODE_EDITOR
+  #include "../node_editor.c"
+#endif
+
+/* ===============================================================
+ *
+ *                          DEMO
+ *
+ * ===============================================================*/
+static void error_callback(int e, const char *d)
+{printf("Error %d: %s\n", e, d);}
+
+int main(void)
+{
+    /* Platform */
+    static GLFWwindow *win;
+    int width = 0, height = 0;
+    struct nk_context *ctx;
+    struct nk_colorf bg;
+
+    /* GLFW */
+    glfwSetErrorCallback(error_callback);
+    if (!glfwInit()) {
+        fprintf(stdout, "[GFLW] failed to init!\n");
+        exit(1);
+    }
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+#ifdef __APPLE__
+    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+#endif
+    win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Demo", NULL, NULL);
+    glfwMakeContextCurrent(win);
+    glfwGetWindowSize(win, &width, &height);
+
+    /* OpenGL */
+    glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
+    glewExperimental = 1;
+    if (glewInit() != GLEW_OK) {
+        fprintf(stderr, "Failed to setup GLEW\n");
+        exit(1);
+    }
+
+    ctx = nk_glfw3_init(win, NK_GLFW3_INSTALL_CALLBACKS, MAX_VERTEX_BUFFER, MAX_ELEMENT_BUFFER);
+    /* Load Fonts: if none of these are loaded a default font will be used  */
+    /* Load Cursor: if you uncomment cursor loading please hide the cursor */
+    {struct nk_font_atlas *atlas;
+    nk_glfw3_font_stash_begin(&atlas);
+    /*struct nk_font *droid = nk_font_atlas_add_from_file(atlas, "../../../extra_font/DroidSans.ttf", 14, 0);*/
+    /*struct nk_font *roboto = nk_font_atlas_add_from_file(atlas, "../../../extra_font/Roboto-Regular.ttf", 14, 0);*/
+    /*struct nk_font *future = nk_font_atlas_add_from_file(atlas, "../../../extra_font/kenvector_future_thin.ttf", 13, 0);*/
+    /*struct nk_font *clean = nk_font_atlas_add_from_file(atlas, "../../../extra_font/ProggyClean.ttf", 12, 0);*/
+    /*struct nk_font *tiny = nk_font_atlas_add_from_file(atlas, "../../../extra_font/ProggyTiny.ttf", 10, 0);*/
+    /*struct nk_font *cousine = nk_font_atlas_add_from_file(atlas, "../../../extra_font/Cousine-Regular.ttf", 13, 0);*/
+    nk_glfw3_font_stash_end();
+    /*nk_style_load_all_cursors(ctx, atlas->cursors);*/
+    /*nk_style_set_font(ctx, &droid->handle);*/}
+
+    #ifdef INCLUDE_STYLE
+    /*set_style(ctx, THEME_WHITE);*/
+    /*set_style(ctx, THEME_RED);*/
+    /*set_style(ctx, THEME_BLUE);*/
+    /*set_style(ctx, THEME_DARK);*/
+    #endif
+
+    /* Create bindless texture.
+     * The index returned is not the opengl resource id.
+     * IF you need the GL resource id use: nk_glfw3_get_tex_ogl_id() */
+    enum {tex_width=256, tex_height=256};
+    char pixels[tex_width * tex_height * 4];
+    memset(pixels, 128, sizeof(pixels));
+
+    int tex_index = nk_glfw3_create_texture(pixels, tex_width, tex_height);
+    struct nk_image img = nk_image_id(tex_index);
+
+    bg.r = 0.10f, bg.g = 0.18f, bg.b = 0.24f, bg.a = 1.0f;
+    while (!glfwWindowShouldClose(win))
+    {
+        /* Input */
+        glfwPollEvents();
+        nk_glfw3_new_frame();
+
+        /* GUI */
+        if (nk_begin(ctx, "Demo", nk_rect(50, 50, 230, 250),
+            NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE|
+            NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE))
+        {
+            enum {EASY, HARD};
+            static int op = EASY;
+            static int property = 20;
+            nk_layout_row_static(ctx, 30, 80, 1);
+            if (nk_button_label(ctx, "button"))
+                fprintf(stdout, "button pressed\n");
+
+            nk_layout_row_dynamic(ctx, 30, 2);
+            if (nk_option_label(ctx, "easy", op == EASY)) op = EASY;
+            if (nk_option_label(ctx, "hard", op == HARD)) op = HARD;
+
+            nk_layout_row_dynamic(ctx, 25, 1);
+            nk_property_int(ctx, "Compression:", 0, &property, 100, 10, 1);
+
+            nk_layout_row_dynamic(ctx, 20, 1);
+            nk_label(ctx, "background:", NK_TEXT_LEFT);
+            nk_layout_row_dynamic(ctx, 25, 1);
+            if (nk_combo_begin_color(ctx, nk_rgb_cf(bg), nk_vec2(nk_widget_width(ctx),400))) {
+                nk_layout_row_dynamic(ctx, 120, 1);
+                bg = nk_color_picker(ctx, bg, NK_RGBA);
+                nk_layout_row_dynamic(ctx, 25, 1);
+                bg.r = nk_propertyf(ctx, "#R:", 0, bg.r, 1.0f, 0.01f,0.005f);
+                bg.g = nk_propertyf(ctx, "#G:", 0, bg.g, 1.0f, 0.01f,0.005f);
+                bg.b = nk_propertyf(ctx, "#B:", 0, bg.b, 1.0f, 0.01f,0.005f);
+                bg.a = nk_propertyf(ctx, "#A:", 0, bg.a, 1.0f, 0.01f,0.005f);
+                nk_combo_end(ctx);
+            }
+        }
+        nk_end(ctx);
+
+        /* Bindless Texture */
+        if (nk_begin(ctx, "Texture", nk_rect(250, 150, 230, 250),
+            NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE|
+            NK_WINDOW_MINIMIZABLE|NK_WINDOW_TITLE))
+        {
+            struct nk_command_buffer *canvas = nk_window_get_canvas(ctx);
+            struct nk_rect total_space = nk_window_get_content_region(ctx);
+            nk_draw_image(canvas, total_space, &img, nk_white);
+        }
+        nk_end(ctx);
+
+        /* -------------- EXAMPLES ---------------- */
+        #ifdef INCLUDE_CALCULATOR
+          calculator(ctx);
+        #endif
+        #ifdef INCLUDE_OVERVIEW
+          overview(ctx);
+        #endif
+        #ifdef INCLUDE_NODE_EDITOR
+          node_editor(ctx);
+        #endif
+        /* ----------------------------------------- */
+
+        /* Draw */
+        glfwGetWindowSize(win, &width, &height);
+        glViewport(0, 0, width, height);
+        glClear(GL_COLOR_BUFFER_BIT);
+        glClearColor(bg.r, bg.g, bg.b, bg.a);
+        /* IMPORTANT: `nk_glfw_render` modifies some global OpenGL state
+         * with blending, scissor, face culling, depth test and viewport and
+         * defaults everything back into a default state.
+         * Make sure to either a.) save and restore or b.) reset your own state after
+         * rendering the UI. */
+        nk_glfw3_render(NK_ANTI_ALIASING_ON);
+        glfwSwapBuffers(win);
+    }
+    nk_glfw3_shutdown();
+    glfwTerminate();
+    return 0;
+}
+

+ 628 - 0
demo/glfw_opengl4/nuklear_glfw_gl4.h

@@ -0,0 +1,628 @@
+/*
+ * Nuklear - 1.32.0 - public domain
+ * no warrenty implied; use at your own risk.
+ * authored from 2015-2016 by Micha Mettke
+ */
+/*
+ * ==============================================================
+ *
+ *                              API
+ *
+ * ===============================================================
+ */
+#ifndef NK_GLFW_GL4_H_
+#define NK_GLFW_GL4_H_
+
+#include <string.h>
+#include <GLFW/glfw3.h>
+
+enum nk_glfw_init_state{
+    NK_GLFW3_DEFAULT=0,
+    NK_GLFW3_INSTALL_CALLBACKS
+};
+
+NK_API struct nk_context*   nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state, int max_vertex_buffer, int max_element_buffer);
+NK_API void                 nk_glfw3_shutdown(void);
+NK_API void                 nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas);
+NK_API void                 nk_glfw3_font_stash_end(void);
+NK_API void                 nk_glfw3_new_frame(void);
+NK_API void                 nk_glfw3_render(enum nk_anti_aliasing);
+
+NK_API void                 nk_glfw3_device_destroy(void);
+NK_API void                 nk_glfw3_device_create(void);
+
+NK_API void                 nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint);
+NK_API void                 nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff);
+NK_API void                 nk_glfw3_mouse_button_callback(GLFWwindow *win, int button, int action, int mods);
+
+NK_API GLuint               nk_glfw3_get_tex_ogl_id(int tex_index);
+NK_API GLuint64             nk_glfw3_get_tex_ogl_handle(int tex_index);
+NK_API int                  nk_glfw3_create_texture(const void* image, int width, int height);
+NK_API void                 nk_glfw3_destroy_texture(int tex_index);
+
+#endif
+/*
+ * ==============================================================
+ *
+ *                          IMPLEMENTATION
+ *
+ * ===============================================================
+ */
+#ifdef NK_GLFW_GL4_IMPLEMENTATION
+#undef NK_GLFW_GL4_IMPLEMENTATION
+
+#ifndef NK_GLFW_TEXT_MAX
+#define NK_GLFW_TEXT_MAX 256
+#endif
+#ifndef NK_GLFW_DOUBLE_CLICK_LO
+#define NK_GLFW_DOUBLE_CLICK_LO 0.02
+#endif
+#ifndef NK_GLFW_DOUBLE_CLICK_HI
+#define NK_GLFW_DOUBLE_CLICK_HI 0.2
+#endif
+#ifndef NK_GLFW_MAX_TEXTURES
+#define NK_GLFW_MAX_TEXTURES 256
+#endif
+
+struct nk_glfw_vertex {
+    float position[2];
+    float uv[2];
+    nk_byte col[4];
+};
+
+struct nk_glfw_device {
+    struct nk_buffer cmds;
+    struct nk_draw_null_texture null;
+    GLuint vbo, vao, ebo;
+    GLuint prog;
+    GLuint vert_shdr;
+    GLuint frag_shdr;
+    GLint attrib_pos;
+    GLint attrib_uv;
+    GLint attrib_col;
+    GLint uniform_tex;
+    GLint uniform_proj;
+    int font_tex_index;
+    int max_vertex_buffer;
+    int max_element_buffer;
+    struct nk_glfw_vertex *vert_buffer;
+    int *elem_buffer;
+    GLsync buffer_sync;
+    GLuint tex_ids[NK_GLFW_MAX_TEXTURES];
+    GLuint64 tex_handles[NK_GLFW_MAX_TEXTURES];
+};
+
+static struct nk_glfw {
+    GLFWwindow *win;
+    int width, height;
+    int display_width, display_height;
+    struct nk_glfw_device ogl;
+    struct nk_context ctx;
+    struct nk_font_atlas atlas;
+    struct nk_vec2 fb_scale;
+    unsigned int text[NK_GLFW_TEXT_MAX];
+    int text_len;
+    struct nk_vec2 scroll;
+    double last_button_click;
+    int is_double_click_down;
+    struct nk_vec2 double_click_pos;
+} glfw;
+
+#define NK_SHADER_VERSION "#version 450 core\n"
+#define NK_SHADER_BINDLESS "#extension GL_ARB_bindless_texture : require\n"
+#define NK_SHADER_64BIT "#extension GL_ARB_gpu_shader_int64 : require\n"
+
+NK_API void
+nk_glfw3_device_create()
+{
+    GLint status;
+    static const GLchar *vertex_shader =
+        NK_SHADER_VERSION
+        NK_SHADER_BINDLESS
+        NK_SHADER_64BIT
+        "uniform mat4 ProjMtx;\n"
+        "in vec2 Position;\n"
+        "in vec2 TexCoord;\n"
+        "in vec4 Color;\n"
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Color;\n"
+        "void main() {\n"
+        "   Frag_UV = TexCoord;\n"
+        "   Frag_Color = Color;\n"
+        "   gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
+        "}\n";
+    static const GLchar *fragment_shader =
+        NK_SHADER_VERSION
+        NK_SHADER_BINDLESS
+        NK_SHADER_64BIT
+        "precision mediump float;\n"
+        "uniform uint64_t Texture;\n"
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "out vec4 Out_Color;\n"
+        "void main(){\n"
+        "   sampler2D smp = sampler2D(Texture);\n"
+        "   Out_Color = Frag_Color * texture(smp, Frag_UV.st);\n"
+        "}\n";
+
+    struct nk_glfw_device *dev = &glfw.ogl;
+    nk_buffer_init_default(&dev->cmds);
+    dev->prog = glCreateProgram();
+    dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
+    dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
+    glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
+    glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
+    glCompileShader(dev->vert_shdr);
+    glCompileShader(dev->frag_shdr);
+    glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
+    assert(status == GL_TRUE);
+    glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
+    assert(status == GL_TRUE);
+    glAttachShader(dev->prog, dev->vert_shdr);
+    glAttachShader(dev->prog, dev->frag_shdr);
+    glLinkProgram(dev->prog);
+    glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
+    assert(status == GL_TRUE);
+
+    dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
+    dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
+    dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
+    dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
+    dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
+
+    {
+        /* buffer setup */
+        GLsizei vs = sizeof(struct nk_glfw_vertex);
+        size_t vp = offsetof(struct nk_glfw_vertex, position);
+        size_t vt = offsetof(struct nk_glfw_vertex, uv);
+        size_t vc = offsetof(struct nk_glfw_vertex, col);
+
+        GLuint pos = (GLuint)dev->attrib_pos;
+        GLuint uv = (GLuint)dev->attrib_uv;
+        GLuint col = (GLuint)dev->attrib_col;
+
+        glCreateVertexArrays(1, &dev->vao);
+        glCreateBuffers(1, &dev->vbo);
+        glCreateBuffers(1, &dev->ebo);
+
+        glEnableVertexArrayAttrib(dev->vao, pos);
+        glEnableVertexArrayAttrib(dev->vao, uv);
+        glEnableVertexArrayAttrib(dev->vao, col);
+
+        glVertexArrayAttribBinding(dev->vao, pos, 0);
+        glVertexArrayAttribBinding(dev->vao, uv, 0);
+        glVertexArrayAttribBinding(dev->vao, col, 0);
+
+        glVertexArrayAttribFormat(dev->vao, pos, 2, GL_FLOAT, GL_FALSE, vp);
+        glVertexArrayAttribFormat(dev->vao, uv, 2, GL_FLOAT, GL_FALSE, vt);
+        glVertexArrayAttribFormat(dev->vao, col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vc);
+
+        glVertexArrayElementBuffer(dev->vao, dev->ebo);
+        glVertexArrayVertexBuffer(dev->vao, 0, dev->vbo, 0, vs);
+    }
+
+    /* Persistent mapped buffers */
+    GLsizei vb_size = dev->max_vertex_buffer;
+    GLsizei eb_size = dev->max_element_buffer;
+    GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
+    glNamedBufferStorage(dev->vbo, vb_size, 0, flags);
+    glNamedBufferStorage(dev->ebo, eb_size, 0, flags);
+    dev->vert_buffer = (struct nk_glfw_vertex*) glMapNamedBufferRange(dev->vbo, 0, vb_size, flags);
+    dev->elem_buffer = (int*) glMapNamedBufferRange(dev->ebo, 0, eb_size, flags);
+
+    memset(dev->tex_ids, 0, sizeof(dev->tex_ids));
+    memset(dev->tex_handles, 0, sizeof(dev->tex_handles));
+}
+
+NK_INTERN int
+nk_glfw3_get_available_tex_index()
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    for (int i=0; i<NK_GLFW_MAX_TEXTURES; i++) {
+        if (dev->tex_ids[i] == 0)
+            return i;
+    }
+
+    assert(0); /* max textures reached */
+    return -1;
+}
+
+NK_API GLuint
+nk_glfw3_get_tex_ogl_id(int tex_index)
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    assert(tex_index >= 0 && tex_index < NK_GLFW_MAX_TEXTURES);
+    return dev->tex_ids[tex_index];
+}
+
+NK_API GLuint64
+nk_glfw3_get_tex_ogl_handle(int tex_index)
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    assert(tex_index >= 0 && tex_index < NK_GLFW_MAX_TEXTURES);
+    return dev->tex_handles[tex_index];
+}
+
+NK_API int
+nk_glfw3_create_texture(const void* image, int width, int height)
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+
+    int tex_index = nk_glfw3_get_available_tex_index();
+    if (tex_index < 0)
+        return -1;
+
+    GLsizei w = (GLsizei)width;
+    GLsizei h = (GLsizei)height;
+
+    GLuint id;
+    glCreateTextures(GL_TEXTURE_2D, 1, &id);
+    dev->tex_ids[tex_index] = id;
+
+    glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTextureParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTextureParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTextureStorage2D(id, 1, GL_RGBA8, w, h);
+    if (image)
+        glTextureSubImage2D(id, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, image);
+    else
+        glClearTexImage(id, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+
+    GLuint64 handle = glGetTextureHandleARB(id);
+    glMakeTextureHandleResidentARB(handle);
+    dev->tex_handles[tex_index] = handle;
+
+    return tex_index;
+}
+
+NK_API void
+nk_glfw3_destroy_texture(int tex_index)
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    GLuint id = nk_glfw3_get_tex_ogl_id(tex_index);
+    if (id==0) return;
+    GLuint64 handle = nk_glfw3_get_tex_ogl_handle(tex_index);
+    glMakeTextureHandleNonResidentARB(handle);
+    glDeleteTextures(1, &id);
+    dev->tex_ids[tex_index] = 0;
+    dev->tex_handles[tex_index] = 0;
+}
+
+NK_INTERN void
+nk_glfw3_device_upload_atlas(const void *image, int width, int height)
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    dev->font_tex_index = nk_glfw3_create_texture(image, width, height);
+}
+
+NK_API void
+nk_glfw3_device_destroy(void)
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    glDetachShader(dev->prog, dev->vert_shdr);
+    glDetachShader(dev->prog, dev->frag_shdr);
+    glDeleteShader(dev->vert_shdr);
+    glDeleteShader(dev->frag_shdr);
+    glDeleteProgram(dev->prog);
+    nk_glfw3_destroy_texture(dev->font_tex_index);
+    for (int i=0; i<NK_GLFW_MAX_TEXTURES; i++) { nk_glfw3_destroy_texture(i); }
+    glUnmapNamedBuffer(dev->vbo);
+    glUnmapNamedBuffer(dev->ebo);
+    glDeleteBuffers(1, &dev->vbo);
+    glDeleteBuffers(1, &dev->ebo);
+    glDeleteVertexArrays(1, &dev->vao);
+    nk_buffer_free(&dev->cmds);
+}
+
+NK_INTERN void
+nk_glfw3_wait_for_buffer_unlock()
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    if(!dev->buffer_sync)
+        return;
+
+    while (1) {
+        GLenum wait = glClientWaitSync(dev->buffer_sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1);
+        if (wait == GL_ALREADY_SIGNALED || wait == GL_CONDITION_SATISFIED)
+            return;
+    }
+}
+
+NK_INTERN void
+nk_glfw3_lock_buffer()
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    if(dev->buffer_sync) glDeleteSync(dev->buffer_sync);
+    dev->buffer_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+}
+
+NK_API void
+nk_glfw3_render(enum nk_anti_aliasing AA)
+{
+    struct nk_glfw_device *dev = &glfw.ogl;
+    struct nk_buffer vbuf, ebuf;
+    GLfloat ortho[4][4] = {
+        {2.0f, 0.0f, 0.0f, 0.0f},
+        {0.0f,-2.0f, 0.0f, 0.0f},
+        {0.0f, 0.0f,-1.0f, 0.0f},
+        {-1.0f,1.0f, 0.0f, 1.0f},
+    };
+    ortho[0][0] /= (GLfloat)glfw.width;
+    ortho[1][1] /= (GLfloat)glfw.height;
+
+    /* setup global state */
+    glEnable(GL_BLEND);
+    glBlendEquation(GL_FUNC_ADD);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+
+    /* setup program */
+    glUseProgram(dev->prog);
+    glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
+    glViewport(0,0,(GLsizei)glfw.display_width,(GLsizei)glfw.display_height);
+    {
+        /* convert from command queue into draw list and draw to screen */
+        const struct nk_draw_command *cmd;
+        void *vertices, *elements;
+        const nk_draw_index *offset = NULL;
+
+        glBindVertexArray(dev->vao);
+
+        /* load draw vertices & elements directly into vertex + element buffer */
+        vertices = dev->vert_buffer;
+        elements = dev->elem_buffer;
+        {
+            /* Wait until GPU is done with buffer */
+            nk_glfw3_wait_for_buffer_unlock();
+
+            /* fill convert configuration */
+            struct nk_convert_config config;
+            static const struct nk_draw_vertex_layout_element vertex_layout[] = {
+                {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)},
+                {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)},
+                {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)},
+                {NK_VERTEX_LAYOUT_END}
+            };
+            NK_MEMSET(&config, 0, sizeof(config));
+            config.vertex_layout = vertex_layout;
+            config.vertex_size = sizeof(struct nk_glfw_vertex);
+            config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex);
+            config.null = dev->null;
+            config.circle_segment_count = 22;
+            config.curve_segment_count = 22;
+            config.arc_segment_count = 22;
+            config.global_alpha = 1.0f;
+            config.shape_AA = AA;
+            config.line_AA = AA;
+
+            /* setup buffers to load vertices and elements */
+            nk_buffer_init_fixed(&vbuf, vertices, (size_t)dev->max_vertex_buffer);
+            nk_buffer_init_fixed(&ebuf, elements, (size_t)dev->max_element_buffer);
+            nk_convert(&glfw.ctx, &dev->cmds, &vbuf, &ebuf, &config);
+
+            /* Lock buffer until GPU has finished draw command */
+            nk_glfw3_lock_buffer();
+        }
+
+        /* iterate over and execute each draw command */
+        nk_draw_foreach(cmd, &glfw.ctx, &dev->cmds)
+        {
+            if (!cmd->elem_count) continue;
+            int tex_index = cmd->texture.id;
+            GLuint64 tex_handle = nk_glfw3_get_tex_ogl_handle(tex_index);
+
+            /* tex handle must be made resident in each context that uses it */
+            if (!glIsTextureHandleResidentARB(tex_handle))
+                glMakeTextureHandleResidentARB(tex_handle);
+
+            glUniformHandleui64ARB(dev->uniform_tex, tex_handle);
+            glScissor(
+                (GLint)(cmd->clip_rect.x * glfw.fb_scale.x),
+                (GLint)((glfw.height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw.fb_scale.y),
+                (GLint)(cmd->clip_rect.w * glfw.fb_scale.x),
+                (GLint)(cmd->clip_rect.h * glfw.fb_scale.y));
+            glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
+            offset += cmd->elem_count;
+        }
+        nk_clear(&glfw.ctx);
+    }
+
+    /* default OpenGL state */
+    glUseProgram(0);
+    glBindVertexArray(0);
+    glDisable(GL_BLEND);
+    glDisable(GL_SCISSOR_TEST);
+}
+
+NK_API void
+nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint)
+{
+    (void)win;
+    if (glfw.text_len < NK_GLFW_TEXT_MAX)
+        glfw.text[glfw.text_len++] = codepoint;
+}
+
+NK_API void
+nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff)
+{
+    (void)win; (void)xoff;
+    glfw.scroll.x += (float)xoff;
+    glfw.scroll.y += (float)yoff;
+}
+
+NK_API void
+nk_glfw3_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+    double x, y;
+    if (button != GLFW_MOUSE_BUTTON_LEFT) return;
+    glfwGetCursorPos(window, &x, &y);
+    if (action == GLFW_PRESS)  {
+        double dt = glfwGetTime() - glfw.last_button_click;
+        if (dt > NK_GLFW_DOUBLE_CLICK_LO && dt < NK_GLFW_DOUBLE_CLICK_HI) {
+            glfw.is_double_click_down = nk_true;
+            glfw.double_click_pos = nk_vec2((float)x, (float)y);
+        }
+        glfw.last_button_click = glfwGetTime();
+    } else glfw.is_double_click_down = nk_false;
+}
+
+NK_INTERN void
+nk_glfw3_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
+{
+    const char *text = glfwGetClipboardString(glfw.win);
+    if (text) nk_textedit_paste(edit, text, nk_strlen(text));
+    (void)usr;
+}
+
+NK_INTERN void
+nk_glfw3_clipbard_copy(nk_handle usr, const char *text, int len)
+{
+    char *str = 0;
+    (void)usr;
+    if (!len) return;
+    str = (char*)malloc((size_t)len+1);
+    if (!str) return;
+    memcpy(str, text, (size_t)len);
+    str[len] = '\0';
+    glfwSetClipboardString(glfw.win, str);
+    free(str);
+}
+
+NK_API struct nk_context*
+nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state init_state,
+              int max_vertex_buffer, int max_element_buffer)
+{
+    glfw.win = win;
+    if (init_state == NK_GLFW3_INSTALL_CALLBACKS) {
+        glfwSetScrollCallback(win, nk_gflw3_scroll_callback);
+        glfwSetCharCallback(win, nk_glfw3_char_callback);
+        glfwSetMouseButtonCallback(win, nk_glfw3_mouse_button_callback);
+    }
+    nk_init_default(&glfw.ctx, 0);
+    glfw.ctx.clip.copy = nk_glfw3_clipbard_copy;
+    glfw.ctx.clip.paste = nk_glfw3_clipbard_paste;
+    glfw.ctx.clip.userdata = nk_handle_ptr(0);
+    glfw.last_button_click = 0;
+
+    struct nk_glfw_device *dev = &glfw.ogl;
+    dev->max_vertex_buffer = max_vertex_buffer;
+    dev->max_element_buffer = max_element_buffer;
+    nk_glfw3_device_create();
+
+    glfw.is_double_click_down = nk_false;
+    glfw.double_click_pos = nk_vec2(0, 0);
+
+    return &glfw.ctx;
+}
+
+NK_API void
+nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas)
+{
+    nk_font_atlas_init_default(&glfw.atlas);
+    nk_font_atlas_begin(&glfw.atlas);
+    *atlas = &glfw.atlas;
+}
+
+NK_API void
+nk_glfw3_font_stash_end(void)
+{
+    const void *image; int w, h;
+    image = nk_font_atlas_bake(&glfw.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
+    nk_glfw3_device_upload_atlas(image, w, h);
+    nk_font_atlas_end(&glfw.atlas, nk_handle_id((int)glfw.ogl.font_tex_index), &glfw.ogl.null);
+    if (glfw.atlas.default_font)
+        nk_style_set_font(&glfw.ctx, &glfw.atlas.default_font->handle);
+}
+
+NK_API void
+nk_glfw3_new_frame(void)
+{
+    int i;
+    double x, y;
+    struct nk_context *ctx = &glfw.ctx;
+    struct GLFWwindow *win = glfw.win;
+
+    glfwGetWindowSize(win, &glfw.width, &glfw.height);
+    glfwGetFramebufferSize(win, &glfw.display_width, &glfw.display_height);
+    glfw.fb_scale.x = (float)glfw.display_width/(float)glfw.width;
+    glfw.fb_scale.y = (float)glfw.display_height/(float)glfw.height;
+
+    nk_input_begin(ctx);
+    for (i = 0; i < glfw.text_len; ++i)
+        nk_input_unicode(ctx, glfw.text[i]);
+
+#ifdef NK_GLFW_GL4_MOUSE_GRABBING
+    /* optional grabbing behavior */
+    if (ctx->input.mouse.grab)
+        glfwSetInputMode(glfw.win, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+    else if (ctx->input.mouse.ungrab)
+        glfwSetInputMode(glfw.win, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+
+    nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_TEXT_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_TEXT_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_SCROLL_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_SCROLL_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_SCROLL_DOWN, glfwGetKey(win, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_SCROLL_UP, glfwGetKey(win, GLFW_KEY_PAGE_UP) == GLFW_PRESS);
+    nk_input_key(ctx, NK_KEY_SHIFT, glfwGetKey(win, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS||
+                                    glfwGetKey(win, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS);
+
+    if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
+        glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) {
+        nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_V) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_TEXT_UNDO, glfwGetKey(win, GLFW_KEY_Z) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_TEXT_REDO, glfwGetKey(win, GLFW_KEY_R) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_TEXT_LINE_START, glfwGetKey(win, GLFW_KEY_B) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_TEXT_LINE_END, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
+    } else {
+        nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
+        nk_input_key(ctx, NK_KEY_COPY, 0);
+        nk_input_key(ctx, NK_KEY_PASTE, 0);
+        nk_input_key(ctx, NK_KEY_CUT, 0);
+        nk_input_key(ctx, NK_KEY_SHIFT, 0);
+    }
+
+    glfwGetCursorPos(win, &x, &y);
+    nk_input_motion(ctx, (int)x, (int)y);
+#ifdef NK_GLFW_GL4_MOUSE_GRABBING
+    if (ctx->input.mouse.grabbed) {
+        glfwSetCursorPos(glfw.win, ctx->input.mouse.prev.x, ctx->input.mouse.prev.y);
+        ctx->input.mouse.pos.x = ctx->input.mouse.prev.x;
+        ctx->input.mouse.pos.y = ctx->input.mouse.prev.y;
+    }
+#endif
+    nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
+    nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
+    nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
+    nk_input_button(ctx, NK_BUTTON_DOUBLE, (int)glfw.double_click_pos.x, (int)glfw.double_click_pos.y, glfw.is_double_click_down);
+    nk_input_scroll(ctx, glfw.scroll);
+    nk_input_end(&glfw.ctx);
+    glfw.text_len = 0;
+    glfw.scroll = nk_vec2(0,0);
+}
+
+NK_API
+void nk_glfw3_shutdown(void)
+{
+    nk_font_atlas_clear(&glfw.atlas);
+    nk_free(&glfw.ctx);
+    nk_glfw3_device_destroy();
+    memset(&glfw, 0, sizeof(glfw));
+}
+
+#endif