nuklear_sdl_gles2.h 16 KB

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  1. /*
  2. * Nuklear - 1.40.8 - public domain
  3. * no warrenty implied; use at your own risk.
  4. * authored from 2015-2017 by Micha Mettke
  5. * emscripten from 2016 by Chris Willcocks
  6. * OpenGL ES 2.0 from 2017 by Dmitry Hrabrov a.k.a. DeXPeriX
  7. */
  8. /*
  9. * ==============================================================
  10. *
  11. * API
  12. *
  13. * ===============================================================
  14. */
  15. #ifndef NK_SDL_GLES2_H_
  16. #define NK_SDL_GLES2_H_
  17. #include <SDL2/SDL.h>
  18. #include <SDL2/SDL_opengles2.h>
  19. NK_API struct nk_context* nk_sdl_init(SDL_Window *win);
  20. NK_API void nk_sdl_font_stash_begin(struct nk_font_atlas **atlas);
  21. NK_API void nk_sdl_font_stash_end(void);
  22. NK_API int nk_sdl_handle_event(SDL_Event *evt);
  23. NK_API void nk_sdl_render(enum nk_anti_aliasing , int max_vertex_buffer, int max_element_buffer);
  24. NK_API void nk_sdl_shutdown(void);
  25. NK_API void nk_sdl_device_destroy(void);
  26. NK_API void nk_sdl_device_create(void);
  27. #endif
  28. /*
  29. * ==============================================================
  30. *
  31. * IMPLEMENTATION
  32. *
  33. * ===============================================================
  34. */
  35. #ifdef NK_SDL_GLES2_IMPLEMENTATION
  36. #include <string.h>
  37. struct nk_sdl_device {
  38. struct nk_buffer cmds;
  39. struct nk_draw_null_texture null;
  40. GLuint vbo, ebo;
  41. GLuint prog;
  42. GLuint vert_shdr;
  43. GLuint frag_shdr;
  44. GLint attrib_pos;
  45. GLint attrib_uv;
  46. GLint attrib_col;
  47. GLint uniform_tex;
  48. GLint uniform_proj;
  49. GLuint font_tex;
  50. GLsizei vs;
  51. size_t vp, vt, vc;
  52. };
  53. struct nk_sdl_vertex {
  54. GLfloat position[2];
  55. GLfloat uv[2];
  56. nk_byte col[4];
  57. };
  58. static struct nk_sdl {
  59. SDL_Window *win;
  60. struct nk_sdl_device ogl;
  61. struct nk_context ctx;
  62. struct nk_font_atlas atlas;
  63. } sdl;
  64. #define NK_SHADER_VERSION "#version 100\n"
  65. NK_API void
  66. nk_sdl_device_create(void)
  67. {
  68. GLint status;
  69. static const GLchar *vertex_shader =
  70. NK_SHADER_VERSION
  71. "uniform mat4 ProjMtx;\n"
  72. "attribute vec2 Position;\n"
  73. "attribute vec2 TexCoord;\n"
  74. "attribute vec4 Color;\n"
  75. "varying vec2 Frag_UV;\n"
  76. "varying vec4 Frag_Color;\n"
  77. "void main() {\n"
  78. " Frag_UV = TexCoord;\n"
  79. " Frag_Color = Color;\n"
  80. " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
  81. "}\n";
  82. static const GLchar *fragment_shader =
  83. NK_SHADER_VERSION
  84. "precision mediump float;\n"
  85. "uniform sampler2D Texture;\n"
  86. "varying vec2 Frag_UV;\n"
  87. "varying vec4 Frag_Color;\n"
  88. "void main(){\n"
  89. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);\n"
  90. "}\n";
  91. struct nk_sdl_device *dev = &sdl.ogl;
  92. nk_buffer_init_default(&dev->cmds);
  93. dev->prog = glCreateProgram();
  94. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  95. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  96. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  97. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  98. glCompileShader(dev->vert_shdr);
  99. glCompileShader(dev->frag_shdr);
  100. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  101. assert(status == GL_TRUE);
  102. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  103. assert(status == GL_TRUE);
  104. glAttachShader(dev->prog, dev->vert_shdr);
  105. glAttachShader(dev->prog, dev->frag_shdr);
  106. glLinkProgram(dev->prog);
  107. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  108. assert(status == GL_TRUE);
  109. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  110. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  111. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  112. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  113. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  114. {
  115. dev->vs = sizeof(struct nk_sdl_vertex);
  116. dev->vp = offsetof(struct nk_sdl_vertex, position);
  117. dev->vt = offsetof(struct nk_sdl_vertex, uv);
  118. dev->vc = offsetof(struct nk_sdl_vertex, col);
  119. /* Allocate buffers */
  120. glGenBuffers(1, &dev->vbo);
  121. glGenBuffers(1, &dev->ebo);
  122. }
  123. glBindTexture(GL_TEXTURE_2D, 0);
  124. glBindBuffer(GL_ARRAY_BUFFER, 0);
  125. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  126. }
  127. NK_INTERN void
  128. nk_sdl_device_upload_atlas(const void *image, int width, int height)
  129. {
  130. struct nk_sdl_device *dev = &sdl.ogl;
  131. glGenTextures(1, &dev->font_tex);
  132. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  133. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  134. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  135. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  136. GL_RGBA, GL_UNSIGNED_BYTE, image);
  137. }
  138. NK_API void
  139. nk_sdl_device_destroy(void)
  140. {
  141. struct nk_sdl_device *dev = &sdl.ogl;
  142. glDetachShader(dev->prog, dev->vert_shdr);
  143. glDetachShader(dev->prog, dev->frag_shdr);
  144. glDeleteShader(dev->vert_shdr);
  145. glDeleteShader(dev->frag_shdr);
  146. glDeleteProgram(dev->prog);
  147. glDeleteTextures(1, &dev->font_tex);
  148. glDeleteBuffers(1, &dev->vbo);
  149. glDeleteBuffers(1, &dev->ebo);
  150. nk_buffer_free(&dev->cmds);
  151. }
  152. NK_API void
  153. nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
  154. {
  155. struct nk_sdl_device *dev = &sdl.ogl;
  156. int width, height;
  157. int display_width, display_height;
  158. struct nk_vec2 scale;
  159. GLfloat ortho[4][4] = {
  160. {2.0f, 0.0f, 0.0f, 0.0f},
  161. {0.0f,-2.0f, 0.0f, 0.0f},
  162. {0.0f, 0.0f,-1.0f, 0.0f},
  163. {-1.0f,1.0f, 0.0f, 1.0f},
  164. };
  165. SDL_GetWindowSize(sdl.win, &width, &height);
  166. SDL_GL_GetDrawableSize(sdl.win, &display_width, &display_height);
  167. ortho[0][0] /= (GLfloat)width;
  168. ortho[1][1] /= (GLfloat)height;
  169. scale.x = (float)display_width/(float)width;
  170. scale.y = (float)display_height/(float)height;
  171. /* setup global state */
  172. glViewport(0,0,display_width,display_height);
  173. glEnable(GL_BLEND);
  174. glBlendEquation(GL_FUNC_ADD);
  175. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  176. glDisable(GL_CULL_FACE);
  177. glDisable(GL_DEPTH_TEST);
  178. glEnable(GL_SCISSOR_TEST);
  179. glActiveTexture(GL_TEXTURE0);
  180. /* setup program */
  181. glUseProgram(dev->prog);
  182. glUniform1i(dev->uniform_tex, 0);
  183. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  184. {
  185. /* convert from command queue into draw list and draw to screen */
  186. const struct nk_draw_command *cmd;
  187. void *vertices, *elements;
  188. const nk_draw_index *offset = NULL;
  189. /* Bind buffers */
  190. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  191. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  192. {
  193. /* buffer setup */
  194. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  195. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  196. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  197. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, dev->vs, (void*)dev->vp);
  198. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, dev->vs, (void*)dev->vt);
  199. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, dev->vs, (void*)dev->vc);
  200. }
  201. glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
  202. glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
  203. /* load vertices/elements directly into vertex/element buffer */
  204. vertices = malloc((size_t)max_vertex_buffer);
  205. elements = malloc((size_t)max_element_buffer);
  206. {
  207. /* fill convert configuration */
  208. struct nk_convert_config config;
  209. static const struct nk_draw_vertex_layout_element vertex_layout[] = {
  210. {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, position)},
  211. {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, uv)},
  212. {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sdl_vertex, col)},
  213. {NK_VERTEX_LAYOUT_END}
  214. };
  215. memset(&config, 0, sizeof(config));
  216. config.vertex_layout = vertex_layout;
  217. config.vertex_size = sizeof(struct nk_sdl_vertex);
  218. config.vertex_alignment = NK_ALIGNOF(struct nk_sdl_vertex);
  219. config.null = dev->null;
  220. config.circle_segment_count = 22;
  221. config.curve_segment_count = 22;
  222. config.arc_segment_count = 22;
  223. config.global_alpha = 1.0f;
  224. config.shape_AA = AA;
  225. config.line_AA = AA;
  226. /* setup buffers to load vertices and elements */
  227. {struct nk_buffer vbuf, ebuf;
  228. nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer);
  229. nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
  230. nk_convert(&sdl.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
  231. }
  232. glBufferSubData(GL_ARRAY_BUFFER, 0, (size_t)max_vertex_buffer, vertices);
  233. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, (size_t)max_element_buffer, elements);
  234. free(vertices);
  235. free(elements);
  236. /* iterate over and execute each draw command */
  237. nk_draw_foreach(cmd, &sdl.ctx, &dev->cmds) {
  238. if (!cmd->elem_count) continue;
  239. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  240. glScissor((GLint)(cmd->clip_rect.x * scale.x),
  241. (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
  242. (GLint)(cmd->clip_rect.w * scale.x),
  243. (GLint)(cmd->clip_rect.h * scale.y));
  244. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  245. offset += cmd->elem_count;
  246. }
  247. nk_clear(&sdl.ctx);
  248. nk_buffer_clear(&dev->cmds);
  249. }
  250. glUseProgram(0);
  251. glBindBuffer(GL_ARRAY_BUFFER, 0);
  252. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  253. glDisable(GL_BLEND);
  254. glDisable(GL_SCISSOR_TEST);
  255. }
  256. static void
  257. nk_sdl_clipboard_paste(nk_handle usr, struct nk_text_edit *edit)
  258. {
  259. const char *text = SDL_GetClipboardText();
  260. if (text) nk_textedit_paste(edit, text, nk_strlen(text));
  261. (void)usr;
  262. }
  263. static void
  264. nk_sdl_clipboard_copy(nk_handle usr, const char *text, int len)
  265. {
  266. char *str = 0;
  267. (void)usr;
  268. if (!len) return;
  269. str = (char*)malloc((size_t)len+1);
  270. if (!str) return;
  271. memcpy(str, text, (size_t)len);
  272. str[len] = '\0';
  273. SDL_SetClipboardText(str);
  274. free(str);
  275. }
  276. NK_API struct nk_context*
  277. nk_sdl_init(SDL_Window *win)
  278. {
  279. sdl.win = win;
  280. nk_init_default(&sdl.ctx, 0);
  281. sdl.ctx.clip.copy = nk_sdl_clipboard_copy;
  282. sdl.ctx.clip.paste = nk_sdl_clipboard_paste;
  283. sdl.ctx.clip.userdata = nk_handle_ptr(0);
  284. nk_sdl_device_create();
  285. return &sdl.ctx;
  286. }
  287. NK_API void
  288. nk_sdl_font_stash_begin(struct nk_font_atlas **atlas)
  289. {
  290. nk_font_atlas_init_default(&sdl.atlas);
  291. nk_font_atlas_begin(&sdl.atlas);
  292. *atlas = &sdl.atlas;
  293. }
  294. NK_API void
  295. nk_sdl_font_stash_end(void)
  296. {
  297. const void *image; int w, h;
  298. image = nk_font_atlas_bake(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  299. nk_sdl_device_upload_atlas(image, w, h);
  300. nk_font_atlas_end(&sdl.atlas, nk_handle_id((int)sdl.ogl.font_tex), &sdl.ogl.null);
  301. if (sdl.atlas.default_font)
  302. nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle);
  303. }
  304. NK_API int
  305. nk_sdl_handle_event(SDL_Event *evt)
  306. {
  307. struct nk_context *ctx = &sdl.ctx;
  308. if (evt->type == SDL_KEYUP || evt->type == SDL_KEYDOWN) {
  309. /* key events */
  310. int down = evt->type == SDL_KEYDOWN;
  311. const Uint8* state = SDL_GetKeyboardState(0);
  312. SDL_Keycode sym = evt->key.keysym.sym;
  313. if (sym == SDLK_RSHIFT || sym == SDLK_LSHIFT)
  314. nk_input_key(ctx, NK_KEY_SHIFT, down);
  315. else if (sym == SDLK_DELETE)
  316. nk_input_key(ctx, NK_KEY_DEL, down);
  317. else if (sym == SDLK_RETURN)
  318. nk_input_key(ctx, NK_KEY_ENTER, down);
  319. else if (sym == SDLK_TAB)
  320. nk_input_key(ctx, NK_KEY_TAB, down);
  321. else if (sym == SDLK_BACKSPACE)
  322. nk_input_key(ctx, NK_KEY_BACKSPACE, down);
  323. else if (sym == SDLK_HOME) {
  324. nk_input_key(ctx, NK_KEY_TEXT_START, down);
  325. nk_input_key(ctx, NK_KEY_SCROLL_START, down);
  326. } else if (sym == SDLK_END) {
  327. nk_input_key(ctx, NK_KEY_TEXT_END, down);
  328. nk_input_key(ctx, NK_KEY_SCROLL_END, down);
  329. } else if (sym == SDLK_PAGEDOWN) {
  330. nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
  331. } else if (sym == SDLK_PAGEUP) {
  332. nk_input_key(ctx, NK_KEY_SCROLL_UP, down);
  333. } else if (sym == SDLK_z)
  334. nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]);
  335. else if (sym == SDLK_r)
  336. nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]);
  337. else if (sym == SDLK_c)
  338. nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]);
  339. else if (sym == SDLK_v)
  340. nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]);
  341. else if (sym == SDLK_x)
  342. nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]);
  343. else if (sym == SDLK_b)
  344. nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]);
  345. else if (sym == SDLK_e)
  346. nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]);
  347. else if (sym == SDLK_UP)
  348. nk_input_key(ctx, NK_KEY_UP, down);
  349. else if (sym == SDLK_DOWN)
  350. nk_input_key(ctx, NK_KEY_DOWN, down);
  351. else if (sym == SDLK_LEFT) {
  352. if (state[SDL_SCANCODE_LCTRL])
  353. nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
  354. else nk_input_key(ctx, NK_KEY_LEFT, down);
  355. } else if (sym == SDLK_RIGHT) {
  356. if (state[SDL_SCANCODE_LCTRL])
  357. nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
  358. else nk_input_key(ctx, NK_KEY_RIGHT, down);
  359. } else return 0;
  360. return 1;
  361. } else if (evt->type == SDL_MOUSEBUTTONDOWN || evt->type == SDL_MOUSEBUTTONUP) {
  362. /* mouse button */
  363. int down = evt->type == SDL_MOUSEBUTTONDOWN;
  364. const int x = evt->button.x, y = evt->button.y;
  365. if (evt->button.button == SDL_BUTTON_LEFT) {
  366. if (evt->button.clicks > 1)
  367. nk_input_button(ctx, NK_BUTTON_DOUBLE, x, y, down);
  368. nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
  369. } else if (evt->button.button == SDL_BUTTON_MIDDLE)
  370. nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
  371. else if (evt->button.button == SDL_BUTTON_RIGHT)
  372. nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
  373. return 1;
  374. } else if (evt->type == SDL_MOUSEMOTION) {
  375. /* mouse motion */
  376. if (ctx->input.mouse.grabbed) {
  377. int x = (int)ctx->input.mouse.prev.x, y = (int)ctx->input.mouse.prev.y;
  378. nk_input_motion(ctx, x + evt->motion.xrel, y + evt->motion.yrel);
  379. } else nk_input_motion(ctx, evt->motion.x, evt->motion.y);
  380. return 1;
  381. } else if (evt->type == SDL_TEXTINPUT) {
  382. /* text input */
  383. nk_glyph glyph;
  384. memcpy(glyph, evt->text.text, NK_UTF_SIZE);
  385. nk_input_glyph(ctx, glyph);
  386. return 1;
  387. } else if (evt->type == SDL_MOUSEWHEEL) {
  388. /* mouse wheel */
  389. nk_input_scroll(ctx,nk_vec2((float)evt->wheel.x,(float)evt->wheel.y));
  390. return 1;
  391. }
  392. return 0;
  393. }
  394. NK_API
  395. void nk_sdl_shutdown(void)
  396. {
  397. nk_font_atlas_clear(&sdl.atlas);
  398. nk_free(&sdl.ctx);
  399. nk_sdl_device_destroy();
  400. memset(&sdl, 0, sizeof(sdl));
  401. }
  402. #endif