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 <cstring>
  37. #include <assert.h>
  38. #include <string>
  39. struct nk_sfml_device {
  40. struct nk_buffer cmds;
  41. struct nk_draw_null_texture tex_null;
  42. GLuint vbo, vao, ebo;
  43. GLuint prog;
  44. GLuint vert_shdr;
  45. GLuint frag_shdr;
  46. GLint attrib_pos;
  47. GLint attrib_uv;
  48. GLint attrib_col;
  49. GLint uniform_tex;
  50. GLint uniform_proj;
  51. GLuint font_tex;
  52. };
  53. struct nk_sfml_vertex {
  54. float position[2];
  55. float uv[2];
  56. nk_byte col[4];
  57. };
  58. static struct nk_sfml {
  59. sf::Window* window;
  60. struct nk_sfml_device ogl;
  61. struct nk_context ctx;
  62. struct nk_font_atlas atlas;
  63. } sfml;
  64. #ifdef __APPLE__
  65. #define NK_SHADER_VERSION "#version 150\n"
  66. #else
  67. #define NK_SHADER_VERSION "#version 300 es\n"
  68. #endif
  69. NK_API void
  70. nk_sfml_device_create(void)
  71. {
  72. GLint status;
  73. static const GLchar* vertex_shader =
  74. NK_SHADER_VERSION
  75. "uniform mat4 ProjMtx;\n"
  76. "in vec2 Position;\n"
  77. "in vec2 TexCoord;\n"
  78. "in vec4 Color;\n"
  79. "out vec2 Frag_UV;\n"
  80. "out vec4 Frag_Color;\n"
  81. "void main() {\n"
  82. " Frag_UV = TexCoord;\n"
  83. " Frag_Color = Color;\n"
  84. " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
  85. "}\n";
  86. static const GLchar *fragment_shader =
  87. NK_SHADER_VERSION
  88. "precision mediump float;\n"
  89. "uniform sampler2D Texture;\n"
  90. "in vec2 Frag_UV;\n"
  91. "in vec4 Frag_Color;\n"
  92. "out vec4 Out_Color;\n"
  93. "void main(){\n"
  94. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  95. "}\n";
  96. struct nk_sfml_device* dev = &sfml.ogl;
  97. nk_buffer_init_default(&dev->cmds);
  98. dev->prog = glCreateProgram();
  99. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  100. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  101. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  102. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  103. glCompileShader(dev->vert_shdr);
  104. glCompileShader(dev->frag_shdr);
  105. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  106. assert(status == GL_TRUE);
  107. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  108. assert(status == GL_TRUE);
  109. glAttachShader(dev->prog, dev->vert_shdr);
  110. glAttachShader(dev->prog, dev->frag_shdr);
  111. glLinkProgram(dev->prog);
  112. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  113. assert(status == GL_TRUE);
  114. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  115. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  116. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  117. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  118. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  119. {
  120. /* buffer setup */
  121. GLsizei vs = sizeof(struct nk_sfml_vertex);
  122. size_t vp = NK_OFFSETOF(struct nk_sfml_vertex, position);
  123. size_t vt = NK_OFFSETOF(struct nk_sfml_vertex, uv);
  124. size_t vc = NK_OFFSETOF(struct nk_sfml_vertex, col);
  125. glGenBuffers(1, &dev->vbo);
  126. glGenBuffers(1, &dev->ebo);
  127. glGenVertexArrays(1, &dev->vao);
  128. glBindVertexArray(dev->vao);
  129. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  130. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  131. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  132. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  133. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  134. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
  135. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
  136. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
  137. }
  138. glBindTexture(GL_TEXTURE_2D, 0);
  139. glBindBuffer(GL_ARRAY_BUFFER, 0);
  140. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  141. glBindVertexArray(0);
  142. }
  143. NK_API void
  144. nk_sfml_device_destroy(void)
  145. {
  146. struct nk_sfml_device* dev = &sfml.ogl;
  147. glDetachShader(dev->prog, dev->vert_shdr);
  148. glDetachShader(dev->prog, dev->frag_shdr);
  149. glDeleteShader(dev->vert_shdr);
  150. glDeleteShader(dev->vert_shdr);
  151. glDeleteProgram(dev->prog);
  152. glDeleteTextures(1, &dev->font_tex);
  153. glDeleteBuffers(1, &dev->vbo);
  154. glDeleteBuffers(1, &dev->ebo);
  155. nk_buffer_free(&dev->cmds);
  156. }
  157. NK_INTERN void
  158. nk_sfml_device_upload_atlas(const void* image, int width, int height)
  159. {
  160. struct nk_sfml_device* dev = &sfml.ogl;
  161. glGenTextures(1, &dev->font_tex);
  162. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  163. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  164. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  165. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  166. GL_RGBA, GL_UNSIGNED_BYTE, image);
  167. }
  168. NK_API void
  169. nk_sfml_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
  170. {
  171. /* setup global state */
  172. struct nk_sfml_device* dev = &sfml.ogl;
  173. int window_width = sfml.window->getSize().x;
  174. int window_height = sfml.window->getSize().y;
  175. GLfloat ortho[4][4] = {
  176. {2.0f, 0.0f, 0.0f, 0.0f},
  177. {0.0f,-2.0f, 0.0f, 0.0f},
  178. {0.0f, 0.0f,-1.0f, 0.0f},
  179. {-1.0f,1.0f, 0.0f, 1.0f},
  180. };
  181. ortho[0][0] /= (GLfloat)window_width;
  182. ortho[1][1] /= (GLfloat)window_height;
  183. glViewport(0, 0, window_width, window_height);
  184. glEnable(GL_BLEND);
  185. glBlendEquation(GL_FUNC_ADD);
  186. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  187. glDisable(GL_CULL_FACE);
  188. glDisable(GL_DEPTH_TEST);
  189. glEnable(GL_SCISSOR_TEST);
  190. glActiveTexture(GL_TEXTURE0);
  191. /* setup program */
  192. glUseProgram(dev->prog);
  193. glUniform1i(dev->uniform_tex, 0);
  194. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  195. {
  196. /* convert from command queue into draw list and draw to screen */
  197. const struct nk_draw_command *cmd;
  198. void *vertices, *elements;
  199. const nk_draw_index *offset = NULL;
  200. /* allocate vertex and element buffer */
  201. glBindVertexArray(dev->vao);
  202. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  203. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  204. glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
  205. glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
  206. /* load vertices/elements directly into vertex/element buffer */
  207. vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  208. elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
  209. {
  210. /* fill convert configuration */
  211. struct nk_convert_config config;
  212. static const struct nk_draw_vertex_layout_element vertex_layout[] = {
  213. {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sfml_vertex, position)},
  214. {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sfml_vertex, uv)},
  215. {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sfml_vertex, col)},
  216. {NK_VERTEX_LAYOUT_END}
  217. };
  218. memset(&config, 0, sizeof(config));
  219. config.vertex_layout = vertex_layout;
  220. config.vertex_size = sizeof(struct nk_sfml_vertex);
  221. config.vertex_alignment = NK_ALIGNOF(struct nk_sfml_vertex);
  222. config.tex_null = dev->tex_null;
  223. config.circle_segment_count = 22;
  224. config.curve_segment_count = 22;
  225. config.arc_segment_count = 22;
  226. config.global_alpha = 1.0f;
  227. config.shape_AA = AA;
  228. config.line_AA = AA;
  229. /* setup buffers to load vertices and elements */
  230. struct nk_buffer vbuf, ebuf;
  231. nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer);
  232. nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
  233. nk_convert(&sfml.ctx, &dev->cmds, &vbuf, &ebuf, &config);
  234. }
  235. glUnmapBuffer(GL_ARRAY_BUFFER);
  236. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  237. /* iterate over and execute each draw command */
  238. nk_draw_foreach(cmd, &sfml.ctx, &dev->cmds)
  239. {
  240. if (!cmd->elem_count) continue;
  241. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  242. glScissor(
  243. (GLint)(cmd->clip_rect.x),
  244. (GLint)((window_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
  245. (GLint)(cmd->clip_rect.w),
  246. (GLint)(cmd->clip_rect.h));
  247. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  248. offset += cmd->elem_count;
  249. }
  250. nk_clear(&sfml.ctx);
  251. nk_buffer_clear(&dev->cmds);
  252. }
  253. glUseProgram(0);
  254. glBindBuffer(GL_ARRAY_BUFFER, 0);
  255. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  256. glBindVertexArray(0);
  257. glDisable(GL_BLEND);
  258. glDisable(GL_SCISSOR_TEST);
  259. }
  260. static void
  261. nk_sfml_clipboard_paste(nk_handle usr, struct nk_text_edit* edit)
  262. {
  263. #if 0
  264. /* Not Implemented in SFML */
  265. (void)usr;
  266. sf::Clipboard clipboard(sfml.window);
  267. const char* text = clipboard.getText();
  268. if(text) nk_textedit_paste(edit, text, nk_strlen(text));
  269. #else
  270. NK_UNUSED(usr);
  271. NK_UNUSED(edit);
  272. #endif
  273. }
  274. static void
  275. nk_sfml_clipboard_copy(nk_handle usr, const char* text, int len)
  276. {
  277. #if 0
  278. char* str = 0;
  279. (void)usr;
  280. if(!len) return;
  281. str = (char*)malloc((size_t)len+1);
  282. if(!str) return;
  283. memcpy(str, text, (size_t)len);
  284. str[len] = '\0';
  285. /* Not Implemented in SFML */
  286. sf::Clipboard clipboard(sfml.window);
  287. clipboard.setText(str);
  288. free(str);
  289. #else
  290. NK_UNUSED(usr);
  291. NK_UNUSED(text);
  292. NK_UNUSED(len);
  293. #endif
  294. }
  295. NK_API struct nk_context*
  296. nk_sfml_init(sf::Window* window)
  297. {
  298. sfml.window = window;
  299. nk_init_default(&sfml.ctx, 0);
  300. sfml.ctx.clip.copy = nk_sfml_clipboard_copy;
  301. sfml.ctx.clip.paste = nk_sfml_clipboard_paste;
  302. sfml.ctx.clip.userdata = nk_handle_ptr(0);
  303. nk_sfml_device_create();
  304. return &sfml.ctx;
  305. }
  306. NK_API void
  307. nk_sfml_font_stash_begin(struct nk_font_atlas** atlas)
  308. {
  309. nk_font_atlas_init_default(&sfml.atlas);
  310. nk_font_atlas_begin(&sfml.atlas);
  311. *atlas = &sfml.atlas;
  312. }
  313. NK_API void
  314. nk_sfml_font_stash_end()
  315. {
  316. const void* image;
  317. int w, h;
  318. image = nk_font_atlas_bake(&sfml.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  319. nk_sfml_device_upload_atlas(image, w, h);
  320. nk_font_atlas_end(&sfml.atlas, nk_handle_id((int)sfml.ogl.font_tex), &sfml.ogl.tex_null);
  321. if(sfml.atlas.default_font)
  322. nk_style_set_font(&sfml.ctx, &sfml.atlas.default_font->handle);
  323. }
  324. NK_API int
  325. nk_sfml_handle_event(sf::Event* evt)
  326. {
  327. struct nk_context* ctx = &sfml.ctx;
  328. /* optional grabbing behavior */
  329. if(ctx->input.mouse.grab)
  330. ctx->input.mouse.grab = 0;
  331. else if(ctx->input.mouse.ungrab) {
  332. int x = (int)ctx->input.mouse.prev.x;
  333. int y = (int)ctx->input.mouse.prev.y;
  334. sf::Mouse::setPosition(sf::Vector2i(x, y), *sfml.window);
  335. ctx->input.mouse.ungrab = 0;
  336. }
  337. if(evt->type == sf::Event::KeyReleased || evt->type == sf::Event::KeyPressed)
  338. {
  339. int down = evt->type == sf::Event::KeyPressed;
  340. sf::Keyboard::Key key = evt->key.code;
  341. if(key == sf::Keyboard::RShift || key == sf::Keyboard::LShift)
  342. nk_input_key(ctx, NK_KEY_SHIFT, down);
  343. else if(key == sf::Keyboard::Delete)
  344. nk_input_key(ctx, NK_KEY_DEL, down);
  345. else if(key == sf::Keyboard::Return)
  346. nk_input_key(ctx, NK_KEY_ENTER, down);
  347. else if(key == sf::Keyboard::Tab)
  348. nk_input_key(ctx, NK_KEY_TAB, down);
  349. else if(key == sf::Keyboard::BackSpace)
  350. nk_input_key(ctx, NK_KEY_BACKSPACE, down);
  351. else if(key == sf::Keyboard::Home) {
  352. nk_input_key(ctx, NK_KEY_TEXT_START, down);
  353. nk_input_key(ctx, NK_KEY_SCROLL_START, down);
  354. } else if(key == sf::Keyboard::End) {
  355. nk_input_key(ctx, NK_KEY_TEXT_END, down);
  356. nk_input_key(ctx, NK_KEY_SCROLL_END, down);
  357. } else if(key == sf::Keyboard::PageDown)
  358. nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
  359. else if(key == sf::Keyboard::PageUp)
  360. nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
  361. else if(key == sf::Keyboard::Z)
  362. nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  363. else if(key == sf::Keyboard::R)
  364. nk_input_key(ctx, NK_KEY_TEXT_REDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  365. else if(key == sf::Keyboard::C)
  366. nk_input_key(ctx, NK_KEY_COPY, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  367. else if(key == sf::Keyboard::V)
  368. nk_input_key(ctx, NK_KEY_PASTE, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  369. else if(key == sf::Keyboard::X)
  370. nk_input_key(ctx, NK_KEY_CUT, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  371. else if(key == sf::Keyboard::B)
  372. nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  373. else if(key == sf::Keyboard::E)
  374. nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
  375. else if(key == sf::Keyboard::Up)
  376. nk_input_key(ctx, NK_KEY_UP, down);
  377. else if(key == sf::Keyboard::Down)
  378. nk_input_key(ctx, NK_KEY_DOWN, down);
  379. else if(key == sf::Keyboard::Left) {
  380. if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
  381. nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
  382. else nk_input_key(ctx, NK_KEY_LEFT, down);
  383. } else if(key == sf::Keyboard::Right) {
  384. if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
  385. nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
  386. else nk_input_key(ctx, NK_KEY_RIGHT, down);
  387. } else return 0;
  388. return 1;
  389. } else if(evt->type == sf::Event::MouseButtonPressed || evt->type == sf::Event::MouseButtonReleased) {
  390. int down = evt->type == sf::Event::MouseButtonPressed;
  391. const int x = evt->mouseButton.x, y = evt->mouseButton.y;
  392. if(evt->mouseButton.button == sf::Mouse::Left)
  393. nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
  394. if(evt->mouseButton.button == sf::Mouse::Middle)
  395. nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
  396. if(evt->mouseButton.button == sf::Mouse::Right)
  397. nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
  398. else return 0;
  399. return 1;
  400. } else if(evt->type == sf::Event::MouseMoved) {
  401. nk_input_motion(ctx, evt->mouseMove.x, evt->mouseMove.y);
  402. return 1;
  403. } else if(evt->type == sf::Event::TouchBegan || evt->type == sf::Event::TouchEnded) {
  404. int down = evt->type == sf::Event::TouchBegan;
  405. const int x = evt->touch.x, y = evt->touch.y;
  406. nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
  407. return 1;
  408. } else if(evt->type == sf::Event::TouchMoved) {
  409. if(ctx->input.mouse.grabbed) {
  410. int x = (int)ctx->input.mouse.prev.x;
  411. int y = (int)ctx->input.mouse.prev.y;
  412. nk_input_motion(ctx, x + evt->touch.x, y + evt->touch.y);
  413. } else nk_input_motion(ctx, evt->touch.x, evt->touch.y);
  414. return 1;
  415. } else if(evt->type == sf::Event::TextEntered) {
  416. /* 8 ~ backspace */
  417. if (evt->text.unicode != 8) {
  418. nk_input_unicode(ctx, evt->text.unicode);
  419. }
  420. return 1;
  421. } else if(evt->type == sf::Event::MouseWheelScrolled) {
  422. nk_input_scroll(ctx, nk_vec2(0,evt->mouseWheelScroll.delta));
  423. return 1;
  424. }
  425. return 0;
  426. }
  427. NK_API
  428. void nk_sfml_shutdown()
  429. {
  430. nk_font_atlas_clear(&sfml.atlas);
  431. nk_free(&sfml.ctx);
  432. nk_sfml_device_destroy();
  433. memset(&sfml, 0, sizeof(sfml));
  434. }
  435. #endif