nuklear_sdl_gl3.h 15 KB

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  1. /*
  2. * Nuklear - v1.17 - 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_SDL_GL3_H_
  14. #define NK_SDL_GL3_H_
  15. #include <SDL2/SDL.h>
  16. #include <SDL2/SDL_opengl.h>
  17. NK_API struct nk_context* nk_sdl_init(SDL_Window *win);
  18. NK_API void nk_sdl_font_stash_begin(struct nk_font_atlas **atlas);
  19. NK_API void nk_sdl_font_stash_end(void);
  20. NK_API int nk_sdl_handle_event(SDL_Event *evt);
  21. NK_API void nk_sdl_render(enum nk_anti_aliasing , int max_vertex_buffer, int max_element_buffer);
  22. NK_API void nk_sdl_shutdown(void);
  23. NK_API void nk_sdl_device_destroy(void);
  24. NK_API void nk_sdl_device_create(void);
  25. #endif
  26. /*
  27. * ==============================================================
  28. *
  29. * IMPLEMENTATION
  30. *
  31. * ===============================================================
  32. */
  33. #ifdef NK_SDL_GL3_IMPLEMENTATION
  34. #include <string.h>
  35. struct nk_sdl_device {
  36. struct nk_buffer cmds;
  37. struct nk_draw_null_texture null;
  38. GLuint vbo, vao, ebo;
  39. GLuint prog;
  40. GLuint vert_shdr;
  41. GLuint frag_shdr;
  42. GLint attrib_pos;
  43. GLint attrib_uv;
  44. GLint attrib_col;
  45. GLint uniform_tex;
  46. GLint uniform_proj;
  47. GLuint font_tex;
  48. };
  49. struct nk_sdl_vertex {
  50. float position[2];
  51. float uv[2];
  52. nk_byte col[4];
  53. };
  54. static struct nk_sdl {
  55. SDL_Window *win;
  56. struct nk_sdl_device ogl;
  57. struct nk_context ctx;
  58. struct nk_font_atlas atlas;
  59. } sdl;
  60. #ifdef __APPLE__
  61. #define NK_SHADER_VERSION "#version 150\n"
  62. #else
  63. #define NK_SHADER_VERSION "#version 300 es\n"
  64. #endif
  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. "in vec2 Position;\n"
  73. "in vec2 TexCoord;\n"
  74. "in vec4 Color;\n"
  75. "out vec2 Frag_UV;\n"
  76. "out 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. "in vec2 Frag_UV;\n"
  87. "in vec4 Frag_Color;\n"
  88. "out vec4 Out_Color;\n"
  89. "void main(){\n"
  90. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  91. "}\n";
  92. struct nk_sdl_device *dev = &sdl.ogl;
  93. nk_buffer_init_default(&dev->cmds);
  94. dev->prog = glCreateProgram();
  95. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  96. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  97. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  98. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  99. glCompileShader(dev->vert_shdr);
  100. glCompileShader(dev->frag_shdr);
  101. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  102. assert(status == GL_TRUE);
  103. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  104. assert(status == GL_TRUE);
  105. glAttachShader(dev->prog, dev->vert_shdr);
  106. glAttachShader(dev->prog, dev->frag_shdr);
  107. glLinkProgram(dev->prog);
  108. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  109. assert(status == GL_TRUE);
  110. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  111. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  112. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  113. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  114. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  115. {
  116. /* buffer setup */
  117. GLsizei vs = sizeof(struct nk_sdl_vertex);
  118. size_t vp = offsetof(struct nk_sdl_vertex, position);
  119. size_t vt = offsetof(struct nk_sdl_vertex, uv);
  120. size_t vc = offsetof(struct nk_sdl_vertex, col);
  121. glGenBuffers(1, &dev->vbo);
  122. glGenBuffers(1, &dev->ebo);
  123. glGenVertexArrays(1, &dev->vao);
  124. glBindVertexArray(dev->vao);
  125. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  126. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  127. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  128. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  129. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  130. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
  131. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
  132. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
  133. }
  134. glBindTexture(GL_TEXTURE_2D, 0);
  135. glBindBuffer(GL_ARRAY_BUFFER, 0);
  136. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  137. glBindVertexArray(0);
  138. }
  139. NK_INTERN void
  140. nk_sdl_device_upload_atlas(const void *image, int width, int height)
  141. {
  142. struct nk_sdl_device *dev = &sdl.ogl;
  143. glGenTextures(1, &dev->font_tex);
  144. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  145. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  146. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  147. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  148. GL_RGBA, GL_UNSIGNED_BYTE, image);
  149. }
  150. NK_API void
  151. nk_sdl_device_destroy(void)
  152. {
  153. struct nk_sdl_device *dev = &sdl.ogl;
  154. glDetachShader(dev->prog, dev->vert_shdr);
  155. glDetachShader(dev->prog, dev->frag_shdr);
  156. glDeleteShader(dev->vert_shdr);
  157. glDeleteShader(dev->frag_shdr);
  158. glDeleteProgram(dev->prog);
  159. glDeleteTextures(1, &dev->font_tex);
  160. glDeleteBuffers(1, &dev->vbo);
  161. glDeleteBuffers(1, &dev->ebo);
  162. nk_buffer_free(&dev->cmds);
  163. }
  164. NK_API void
  165. nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
  166. {
  167. struct nk_sdl_device *dev = &sdl.ogl;
  168. int width, height;
  169. int display_width, display_height;
  170. struct nk_vec2 scale;
  171. GLfloat ortho[4][4] = {
  172. {2.0f, 0.0f, 0.0f, 0.0f},
  173. {0.0f,-2.0f, 0.0f, 0.0f},
  174. {0.0f, 0.0f,-1.0f, 0.0f},
  175. {-1.0f,1.0f, 0.0f, 1.0f},
  176. };
  177. SDL_GetWindowSize(sdl.win, &width, &height);
  178. SDL_GL_GetDrawableSize(sdl.win, &display_width, &display_height);
  179. ortho[0][0] /= (GLfloat)width;
  180. ortho[1][1] /= (GLfloat)height;
  181. scale.x = (float)display_width/(float)width;
  182. scale.y = (float)display_height/(float)height;
  183. /* setup global state */
  184. glViewport(0,0,display_width,display_height);
  185. glEnable(GL_BLEND);
  186. glBlendEquation(GL_FUNC_ADD);
  187. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  188. glDisable(GL_CULL_FACE);
  189. glDisable(GL_DEPTH_TEST);
  190. glEnable(GL_SCISSOR_TEST);
  191. glActiveTexture(GL_TEXTURE0);
  192. /* setup program */
  193. glUseProgram(dev->prog);
  194. glUniform1i(dev->uniform_tex, 0);
  195. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  196. {
  197. /* convert from command queue into draw list and draw to screen */
  198. const struct nk_draw_command *cmd;
  199. void *vertices, *elements;
  200. const nk_draw_index *offset = NULL;
  201. /* allocate vertex and element buffer */
  202. glBindVertexArray(dev->vao);
  203. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  204. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  205. glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
  206. glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
  207. /* load vertices/elements directly into vertex/element buffer */
  208. vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  209. elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
  210. {
  211. /* fill convert configuration */
  212. struct nk_convert_config config;
  213. static const struct nk_draw_vertex_layout_element vertex_layout[] = {
  214. {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, position)},
  215. {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, uv)},
  216. {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sdl_vertex, col)},
  217. {NK_VERTEX_LAYOUT_END}
  218. };
  219. NK_MEMSET(&config, 0, sizeof(config));
  220. config.vertex_layout = vertex_layout;
  221. config.vertex_size = sizeof(struct nk_sdl_vertex);
  222. config.vertex_alignment = NK_ALIGNOF(struct nk_sdl_vertex);
  223. config.null = dev->null;
  224. config.circle_segment_count = 22;
  225. config.curve_segment_count = 22;
  226. config.arc_segment_count = 22;
  227. config.global_alpha = 1.0f;
  228. config.shape_AA = AA;
  229. config.line_AA = AA;
  230. /* setup buffers to load vertices and elements */
  231. {struct nk_buffer vbuf, ebuf;
  232. nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer);
  233. nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
  234. nk_convert(&sdl.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
  235. }
  236. glUnmapBuffer(GL_ARRAY_BUFFER);
  237. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  238. /* iterate over and execute each draw command */
  239. nk_draw_foreach(cmd, &sdl.ctx, &dev->cmds) {
  240. if (!cmd->elem_count) continue;
  241. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  242. glScissor((GLint)(cmd->clip_rect.x * scale.x),
  243. (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
  244. (GLint)(cmd->clip_rect.w * scale.x),
  245. (GLint)(cmd->clip_rect.h * scale.y));
  246. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  247. offset += cmd->elem_count;
  248. }
  249. nk_clear(&sdl.ctx);
  250. }
  251. glUseProgram(0);
  252. glBindBuffer(GL_ARRAY_BUFFER, 0);
  253. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  254. glBindVertexArray(0);
  255. glDisable(GL_BLEND);
  256. glDisable(GL_SCISSOR_TEST);
  257. }
  258. static void
  259. nk_sdl_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
  260. {
  261. const char *text = SDL_GetClipboardText();
  262. if (text) nk_textedit_paste(edit, text, nk_strlen(text));
  263. (void)usr;
  264. }
  265. static void
  266. nk_sdl_clipbard_copy(nk_handle usr, const char *text, int len)
  267. {
  268. char *str = 0;
  269. (void)usr;
  270. if (!len) return;
  271. str = (char*)malloc((size_t)len+1);
  272. if (!str) return;
  273. memcpy(str, text, (size_t)len);
  274. str[len] = '\0';
  275. SDL_SetClipboardText(str);
  276. free(str);
  277. }
  278. NK_API struct nk_context*
  279. nk_sdl_init(SDL_Window *win)
  280. {
  281. sdl.win = win;
  282. nk_init_default(&sdl.ctx, 0);
  283. sdl.ctx.clip.copy = nk_sdl_clipbard_copy;
  284. sdl.ctx.clip.paste = nk_sdl_clipbard_paste;
  285. sdl.ctx.clip.userdata = nk_handle_ptr(0);
  286. nk_sdl_device_create();
  287. return &sdl.ctx;
  288. }
  289. NK_API void
  290. nk_sdl_font_stash_begin(struct nk_font_atlas **atlas)
  291. {
  292. nk_font_atlas_init_default(&sdl.atlas);
  293. nk_font_atlas_begin(&sdl.atlas);
  294. *atlas = &sdl.atlas;
  295. }
  296. NK_API void
  297. nk_sdl_font_stash_end(void)
  298. {
  299. const void *image; int w, h;
  300. image = nk_font_atlas_bake(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  301. nk_sdl_device_upload_atlas(image, w, h);
  302. nk_font_atlas_end(&sdl.atlas, nk_handle_id((int)sdl.ogl.font_tex), &sdl.ogl.null);
  303. if (sdl.atlas.default_font)
  304. nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle);
  305. }
  306. NK_API int
  307. nk_sdl_handle_event(SDL_Event *evt)
  308. {
  309. struct nk_context *ctx = &sdl.ctx;
  310. if (evt->type == SDL_KEYUP || evt->type == SDL_KEYDOWN) {
  311. /* key events */
  312. int down = evt->type == SDL_KEYDOWN;
  313. const Uint8* state = SDL_GetKeyboardState(0);
  314. SDL_Keycode sym = evt->key.keysym.sym;
  315. if (sym == SDLK_RSHIFT || sym == SDLK_LSHIFT)
  316. nk_input_key(ctx, NK_KEY_SHIFT, down);
  317. else if (sym == SDLK_DELETE)
  318. nk_input_key(ctx, NK_KEY_DEL, down);
  319. else if (sym == SDLK_RETURN)
  320. nk_input_key(ctx, NK_KEY_ENTER, down);
  321. else if (sym == SDLK_TAB)
  322. nk_input_key(ctx, NK_KEY_TAB, down);
  323. else if (sym == SDLK_BACKSPACE)
  324. nk_input_key(ctx, NK_KEY_BACKSPACE, down);
  325. else if (sym == SDLK_HOME) {
  326. nk_input_key(ctx, NK_KEY_TEXT_START, down);
  327. nk_input_key(ctx, NK_KEY_SCROLL_START, down);
  328. } else if (sym == SDLK_END) {
  329. nk_input_key(ctx, NK_KEY_TEXT_END, down);
  330. nk_input_key(ctx, NK_KEY_SCROLL_END, down);
  331. } else if (sym == SDLK_PAGEDOWN) {
  332. nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
  333. } else if (sym == SDLK_PAGEUP) {
  334. nk_input_key(ctx, NK_KEY_SCROLL_UP, down);
  335. } else if (sym == SDLK_z)
  336. nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]);
  337. else if (sym == SDLK_r)
  338. nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]);
  339. else if (sym == SDLK_c)
  340. nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]);
  341. else if (sym == SDLK_v)
  342. nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]);
  343. else if (sym == SDLK_x)
  344. nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]);
  345. else if (sym == SDLK_b)
  346. nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]);
  347. else if (sym == SDLK_e)
  348. nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]);
  349. else if (sym == SDLK_LEFT) {
  350. if (state[SDL_SCANCODE_LCTRL])
  351. nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
  352. else nk_input_key(ctx, NK_KEY_LEFT, down);
  353. } else if (sym == SDLK_RIGHT) {
  354. if (state[SDL_SCANCODE_LCTRL])
  355. nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
  356. else nk_input_key(ctx, NK_KEY_RIGHT, down);
  357. } else return 0;
  358. return 1;
  359. } else if (evt->type == SDL_MOUSEBUTTONDOWN || evt->type == SDL_MOUSEBUTTONUP) {
  360. /* mouse button */
  361. int down = evt->type == SDL_MOUSEBUTTONDOWN;
  362. const int x = evt->button.x, y = evt->button.y;
  363. if (evt->button.button == SDL_BUTTON_LEFT)
  364. nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
  365. if (evt->button.button == SDL_BUTTON_MIDDLE)
  366. nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
  367. if (evt->button.button == SDL_BUTTON_RIGHT)
  368. nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
  369. return 1;
  370. } else if (evt->type == SDL_MOUSEMOTION) {
  371. if (ctx->input.mouse.grabbed) {
  372. int x = (int)ctx->input.mouse.prev.x, y = (int)ctx->input.mouse.prev.y;
  373. nk_input_motion(ctx, x + evt->motion.xrel, y + evt->motion.yrel);
  374. } else nk_input_motion(ctx, evt->motion.x, evt->motion.y);
  375. return 1;
  376. } else if (evt->type == SDL_TEXTINPUT) {
  377. nk_glyph glyph;
  378. memcpy(glyph, evt->text.text, NK_UTF_SIZE);
  379. nk_input_glyph(ctx, glyph);
  380. return 1;
  381. } else if (evt->type == SDL_MOUSEWHEEL) {
  382. nk_input_scroll(ctx,(float)evt->wheel.y);
  383. return 1;
  384. }
  385. return 0;
  386. }
  387. NK_API
  388. void nk_sdl_shutdown(void)
  389. {
  390. nk_font_atlas_clear(&sdl.atlas);
  391. nk_free(&sdl.ctx);
  392. nk_sdl_device_destroy();
  393. memset(&sdl, 0, sizeof(sdl));
  394. }
  395. #endif