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