nuklear_sfml_gl3.h 17 KB

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  1. /*
  2. * Nuklear - 1.32.0 - public domain
  3. * no warrenty implied; use at your own risk.
  4. * authored from 2015-2016 by Micha Mettke
  5. */
  6. /*
  7. * ==============================================================
  8. *
  9. * API
  10. *
  11. * ===============================================================
  12. */
  13. #ifndef NK_SFML_GL3_H_
  14. #define NK_SFML_GL3_H_
  15. /* Feel free to edit here and include your own extension wrangler */
  16. #include <glad/glad.h>
  17. /* I use GLAD but you can use GLEW or what you like */
  18. #include <SFML/Window.hpp>
  19. NK_API struct nk_context* nk_sfml_init(sf::Window* window);
  20. NK_API void nk_sfml_font_stash_begin(struct nk_font_atlas** atlas);
  21. NK_API void nk_sfml_font_stash_end(void);
  22. NK_API int nk_sfml_handle_event(sf::Event* event);
  23. NK_API void nk_sfml_render(enum nk_anti_aliasing, int max_vertex_buffer, int max_element_buffer);
  24. NK_API void nk_sfml_shutdown(void);
  25. NK_API void nk_sfml_device_create(void);
  26. NK_API void nk_sfml_device_destroy(void);
  27. #endif
  28. /*
  29. * ==============================================================
  30. *
  31. * IMPLEMENTATION
  32. *
  33. * ===============================================================
  34. */
  35. #ifdef NK_SFML_GL3_IMPLEMENTATION
  36. #include <string>
  37. struct nk_sfml_device
  38. {
  39. struct nk_buffer cmds;
  40. struct nk_draw_null_texture null;
  41. GLuint vbo, vao, ebo;
  42. GLuint prog;
  43. GLuint vert_shdr;
  44. GLuint frag_shdr;
  45. GLint attrib_pos;
  46. GLint attrib_uv;
  47. GLint attrib_col;
  48. GLint uniform_tex;
  49. GLint uniform_proj;
  50. GLuint font_tex;
  51. };
  52. struct nk_sfml_vertex
  53. {
  54. float position[2];
  55. float uv[2];
  56. nk_byte col[4];
  57. };
  58. static struct nk_sfml
  59. {
  60. sf::Window* window;
  61. struct nk_sfml_device ogl;
  62. struct nk_context ctx;
  63. struct nk_font_atlas atlas;
  64. } sfml;
  65. #ifdef __APPLE__
  66. #define NK_SHADER_VERSION "#version 150\n"
  67. #else
  68. #define NK_SHADER_VERSION "#version 300 es\n"
  69. #endif
  70. NK_API void
  71. nk_sfml_device_create(void)
  72. {
  73. GLint status;
  74. static const GLchar* vertex_shader =
  75. NK_SHADER_VERSION
  76. "uniform mat4 ProjMtx;\n"
  77. "in vec2 Position;\n"
  78. "in vec2 TexCoord;\n"
  79. "in vec4 Color;\n"
  80. "out vec2 Frag_UV;\n"
  81. "out vec4 Frag_Color;\n"
  82. "void main() {\n"
  83. " Frag_UV = TexCoord;\n"
  84. " Frag_Color = Color;\n"
  85. " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
  86. "}\n";
  87. static const GLchar *fragment_shader =
  88. NK_SHADER_VERSION
  89. "precision mediump float;\n"
  90. "uniform sampler2D Texture;\n"
  91. "in vec2 Frag_UV;\n"
  92. "in vec4 Frag_Color;\n"
  93. "out vec4 Out_Color;\n"
  94. "void main(){\n"
  95. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  96. "}\n";
  97. struct nk_sfml_device* dev = &sfml.ogl;
  98. nk_buffer_init_default(&dev->cmds);
  99. dev->prog = glCreateProgram();
  100. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  101. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  102. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  103. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  104. glCompileShader(dev->vert_shdr);
  105. glCompileShader(dev->frag_shdr);
  106. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  107. assert(status == GL_TRUE);
  108. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  109. assert(status == GL_TRUE);
  110. glAttachShader(dev->prog, dev->vert_shdr);
  111. glAttachShader(dev->prog, dev->frag_shdr);
  112. glLinkProgram(dev->prog);
  113. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  114. assert(status == GL_TRUE);
  115. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  116. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  117. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  118. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  119. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  120. {
  121. /* buffer setup */
  122. GLsizei vs = sizeof(struct nk_sfml_vertex);
  123. size_t vp = offsetof(struct nk_sfml_vertex, position);
  124. size_t vt = offsetof(struct nk_sfml_vertex, uv);
  125. size_t vc = offsetof(struct nk_sfml_vertex, col);
  126. glGenBuffers(1, &dev->vbo);
  127. glGenBuffers(1, &dev->ebo);
  128. glGenVertexArrays(1, &dev->vao);
  129. glBindVertexArray(dev->vao);
  130. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  131. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  132. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  133. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  134. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  135. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
  136. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
  137. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
  138. }
  139. glBindTexture(GL_TEXTURE_2D, 0);
  140. glBindBuffer(GL_ARRAY_BUFFER, 0);
  141. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  142. glBindVertexArray(0);
  143. }
  144. NK_API void
  145. nk_sfml_device_destroy(void)
  146. {
  147. struct nk_sfml_device* dev = &sfml.ogl;
  148. glDetachShader(dev->prog, dev->vert_shdr);
  149. glDetachShader(dev->prog, dev->frag_shdr);
  150. glDeleteShader(dev->vert_shdr);
  151. glDeleteShader(dev->vert_shdr);
  152. glDeleteProgram(dev->prog);
  153. glDeleteTextures(1, &dev->font_tex);
  154. glDeleteBuffers(1, &dev->vbo);
  155. glDeleteBuffers(1, &dev->ebo);
  156. nk_buffer_free(&dev->cmds);
  157. }
  158. NK_INTERN void
  159. nk_sfml_device_upload_atlas(const void* image, int width, int height)
  160. {
  161. struct nk_sfml_device* dev = &sfml.ogl;
  162. glGenTextures(1, &dev->font_tex);
  163. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  164. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  165. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  166. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  167. GL_RGBA, GL_UNSIGNED_BYTE, image);
  168. }
  169. NK_API void
  170. nk_sfml_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
  171. {
  172. /* setup global state */
  173. struct nk_sfml_device* dev = &sfml.ogl;
  174. int window_width = sfml.window->getSize().x;
  175. int window_height = sfml.window->getSize().y;
  176. GLfloat ortho[4][4] =
  177. {
  178. {2.0f, 0.0f, 0.0f, 0.0f},
  179. {0.0f,-2.0f, 0.0f, 0.0f},
  180. {0.0f, 0.0f,-1.0f, 0.0f},
  181. {-1.0f,1.0f, 0.0f, 1.0f},
  182. };
  183. ortho[0][0] /= (GLfloat)window_width;
  184. ortho[1][1] /= (GLfloat)window_height;
  185. glViewport(0, 0, window_width, window_height);
  186. glEnable(GL_BLEND);
  187. glBlendEquation(GL_FUNC_ADD);
  188. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  189. glDisable(GL_CULL_FACE);
  190. glDisable(GL_DEPTH_TEST);
  191. glEnable(GL_SCISSOR_TEST);
  192. glActiveTexture(GL_TEXTURE0);
  193. /* setup program */
  194. glUseProgram(dev->prog);
  195. glUniform1i(dev->uniform_tex, 0);
  196. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  197. {
  198. /* convert from command queue into draw list and draw to screen */
  199. const struct nk_draw_command *cmd;
  200. void *vertices, *elements;
  201. const nk_draw_index *offset = NULL;
  202. /* allocate vertex and element buffer */
  203. glBindVertexArray(dev->vao);
  204. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  205. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  206. glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
  207. glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
  208. /* load vertices/elements directly into vertex/element buffer */
  209. vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  210. elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
  211. {
  212. /* fill convert configuration */
  213. struct nk_convert_config config;
  214. static const struct nk_draw_vertex_layout_element vertex_layout[] =
  215. {
  216. {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sfml_vertex, position)},
  217. {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sfml_vertex, uv)},
  218. {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sfml_vertex, col)},
  219. {NK_VERTEX_LAYOUT_END}
  220. };
  221. NK_MEMSET(&config, 0, sizeof(config));
  222. config.vertex_layout = vertex_layout;
  223. config.vertex_size = sizeof(struct nk_sfml_vertex);
  224. config.vertex_alignment = NK_ALIGNOF(struct nk_sfml_vertex);
  225. config.null = dev->null;
  226. config.circle_segment_count = 22;
  227. config.curve_segment_count = 22;
  228. config.arc_segment_count = 22;
  229. config.global_alpha = 1.0f;
  230. config.shape_AA = AA;
  231. config.line_AA = AA;
  232. /* setup buffers to load vertices and elements */
  233. {
  234. struct nk_buffer vbuf, ebuf;
  235. nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer);
  236. nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
  237. nk_convert(&sfml.ctx, &dev->cmds, &vbuf, &ebuf, &config);
  238. }
  239. }
  240. glUnmapBuffer(GL_ARRAY_BUFFER);
  241. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  242. /* iterate over and execute each draw command */
  243. nk_draw_foreach(cmd, &sfml.ctx, &dev->cmds)
  244. {
  245. if (!cmd->elem_count) continue;
  246. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  247. glScissor(
  248. (GLint)(cmd->clip_rect.x),
  249. (GLint)((window_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
  250. (GLint)(cmd->clip_rect.w),
  251. (GLint)(cmd->clip_rect.h));
  252. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  253. offset += cmd->elem_count;
  254. }
  255. nk_clear(&sfml.ctx);
  256. }
  257. glUseProgram(0);
  258. glBindBuffer(GL_ARRAY_BUFFER, 0);
  259. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  260. glBindVertexArray(0);
  261. glDisable(GL_BLEND);
  262. glDisable(GL_SCISSOR_TEST);
  263. }
  264. static void
  265. nk_sfml_clipboard_paste(nk_handle usr, struct nk_text_edit* edit)
  266. {
  267. /* Not Implemented in SFML
  268. sf::Clipboard clipboard(sfml.window);
  269. const char* text = clipboard.getText();
  270. if(text)
  271. nk_textedit_paste(edit, text, nk_strlen(text));
  272. (void)usr;
  273. */
  274. }
  275. static void
  276. nk_sfml_clipboard_copy(nk_handle usr, const char* text, int len)
  277. {
  278. /*
  279. char* str = 0;
  280. (void)usr;
  281. if(!len)
  282. return;
  283. str = (char*)malloc((size_t)len+1);
  284. if(!str)
  285. return;
  286. memcpy(str, text, (size_t)len);
  287. str[len] = '\0';
  288. Not Implemented in SFML
  289. sf::Clipboard clipboard(sfml.window);
  290. clipboard.setText(str);
  291. free(str);
  292. */
  293. }
  294. NK_API struct nk_context*
  295. nk_sfml_init(sf::Window* window)
  296. {
  297. sfml.window = window;
  298. nk_init_default(&sfml.ctx, 0);
  299. sfml.ctx.clip.copy = nk_sfml_clipboard_copy;
  300. sfml.ctx.clip.paste = nk_sfml_clipboard_paste;
  301. sfml.ctx.clip.userdata = nk_handle_ptr(0);
  302. nk_sfml_device_create();
  303. return &sfml.ctx;
  304. }
  305. NK_API void
  306. nk_sfml_font_stash_begin(struct nk_font_atlas** atlas)
  307. {
  308. nk_font_atlas_init_default(&sfml.atlas);
  309. nk_font_atlas_begin(&sfml.atlas);
  310. *atlas = &sfml.atlas;
  311. }
  312. NK_API void
  313. nk_sfml_font_stash_end(void)
  314. {
  315. const void* image;
  316. int w, h;
  317. image = nk_font_atlas_bake(&sfml.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  318. nk_sfml_device_upload_atlas(image, w, h);
  319. nk_font_atlas_end(&sfml.atlas, nk_handle_id((int)sfml.ogl.font_tex), &sfml.ogl.null);
  320. if(sfml.atlas.default_font)
  321. nk_style_set_font(&sfml.ctx, &sfml.atlas.default_font->handle);
  322. }
  323. NK_API int
  324. nk_sfml_handle_event(sf::Event* event)
  325. {
  326. struct nk_context* ctx = &sfml.ctx;
  327. /* optional grabbing behavior */
  328. if(ctx->input.mouse.grab)
  329. {
  330. sfml.window->setMouseCursorGrabbed(true);
  331. ctx->input.mouse.grab = 0;
  332. }
  333. else if(ctx->input.mouse.ungrab)
  334. {
  335. int x = (int)ctx->input.mouse.prev.x;
  336. int y = (int)ctx->input.mouse.prev.y;
  337. sfml.window->setMouseCursorGrabbed(false);
  338. sf::Mouse::setPosition(sf::Vector2i(x, y));
  339. ctx->input.mouse.ungrab = 0;
  340. }
  341. if(event->type == sf::Event::KeyReleased || event->type == sf::Event::KeyPressed)
  342. {
  343. int down = event->type == sf::Event::KeyPressed;
  344. sf::Keyboard::Key key = event->key.code;
  345. if(key == sf::Keyboard::RShift || key == sf::Keyboard::LShift)
  346. nk_input_key(ctx, NK_KEY_SHIFT, down);
  347. else if(key == sf::Keyboard::Delete)
  348. nk_input_key(ctx, NK_KEY_DEL, down);
  349. else if(key == sf::Keyboard::Return)
  350. nk_input_key(ctx, NK_KEY_ENTER, down);
  351. else if(key == sf::Keyboard::Tab)
  352. nk_input_key(ctx, NK_KEY_TAB, down);
  353. else if(key == sf::Keyboard::BackSpace)
  354. nk_input_key(ctx, NK_KEY_BACKSPACE, down);
  355. else if(key == sf::Keyboard::Home)
  356. {
  357. nk_input_key(ctx, NK_KEY_TEXT_START, down);
  358. nk_input_key(ctx, NK_KEY_SCROLL_START, down);
  359. }
  360. else if(key == sf::Keyboard::End)
  361. {
  362. nk_input_key(ctx, NK_KEY_TEXT_END, down);
  363. nk_input_key(ctx, NK_KEY_SCROLL_END, down);
  364. }
  365. else if(key == sf::Keyboard::PageDown)
  366. nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
  367. else if(key == sf::Keyboard::PageUp)
  368. nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
  369. else if(key == sf::Keyboard::Z)
  370. nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  371. else if(key == sf::Keyboard::R)
  372. nk_input_key(ctx, NK_KEY_TEXT_REDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  373. else if(key == sf::Keyboard::C)
  374. nk_input_key(ctx, NK_KEY_COPY, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  375. else if(key == sf::Keyboard::V)
  376. nk_input_key(ctx, NK_KEY_PASTE, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  377. else if(key == sf::Keyboard::X)
  378. nk_input_key(ctx, NK_KEY_CUT, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  379. else if(key == sf::Keyboard::B)
  380. nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  381. else if(key == sf::Keyboard::E)
  382. nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  383. else if(key == sf::Keyboard::Up)
  384. nk_input_key(ctx, NK_KEY_UP, down);
  385. else if(key == sf::Keyboard::Down)
  386. nk_input_key(ctx, NK_KEY_DOWN, down);
  387. else if(key == sf::Keyboard::Left)
  388. {
  389. if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
  390. nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
  391. else
  392. nk_input_key(ctx, NK_KEY_LEFT, down);
  393. }
  394. else if(key == sf::Keyboard::Right)
  395. {
  396. if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
  397. nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
  398. else
  399. nk_input_key(ctx, NK_KEY_RIGHT, down);
  400. }
  401. else return 0;
  402. return 1;
  403. }
  404. else if(event->type == sf::Event::MouseButtonPressed || event->type == sf::Event::MouseButtonReleased)
  405. {
  406. int down = event->type == sf::Event::MouseButtonPressed;
  407. const int x = event->mouseButton.x;
  408. const int y = event->mouseButton.y;
  409. if(event->mouseButton.button == sf::Mouse::Left)
  410. nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
  411. if(event->mouseButton.button == sf::Mouse::Middle)
  412. nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
  413. if(event->mouseButton.button == sf::Mouse::Right)
  414. nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
  415. else
  416. return 0;
  417. return 1;
  418. }
  419. else if(event->type == sf::Event::MouseMoved)
  420. {
  421. nk_input_motion(ctx, event->mouseMove.x, event->mouseMove.y);
  422. return 1;
  423. }
  424. /* For Android*/
  425. else if(event->type == sf::Event::TouchBegan || event->type == sf::Event::TouchEnded)
  426. {
  427. int down = event->type == sf::Event::TouchBegan;
  428. const int x = event->touch.x;
  429. const int y = event->touch.y;
  430. nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
  431. return 1;
  432. }
  433. else if(event->type == sf::Event::TouchMoved)
  434. {
  435. if(ctx->input.mouse.grabbed)
  436. {
  437. int x = (int)ctx->input.mouse.prev.x;
  438. int y = (int)ctx->input.mouse.prev.y;
  439. nk_input_motion(ctx, x + event->touch.x, y + event->touch.y);
  440. }
  441. else
  442. nk_input_motion(ctx, event->touch.x, event->touch.y);
  443. return 1;
  444. }
  445. else if(event->type == sf::Event::TextEntered)
  446. {
  447. nk_input_unicode(ctx, event->text.unicode);
  448. return 1;
  449. }
  450. else if(event->type == sf::Event::MouseWheelScrolled)
  451. {
  452. nk_input_scroll(ctx, event->mouseWheelScroll.delta);
  453. return 1;
  454. }
  455. return 0;
  456. }
  457. NK_API
  458. void nk_sfml_shutdown(void)
  459. {
  460. nk_font_atlas_clear(&sfml.atlas);
  461. nk_free(&sfml.ctx);
  462. nk_sfml_device_destroy();
  463. memset(&sfml, 0, sizeof(sfml));
  464. }
  465. #endif