nuklear_sdl_gl3.h 14 KB

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  1. /*
  2. * Nuklear - v1.00 - 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 void 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. static struct nk_sdl {
  50. SDL_Window *win;
  51. struct nk_sdl_device ogl;
  52. struct nk_context ctx;
  53. struct nk_font_atlas atlas;
  54. } sdl;
  55. #ifdef __APPLE__
  56. #define NK_SHADER_VERSION "#version 150\n"
  57. #else
  58. #define NK_SHADER_VERSION "#version 300 es\n"
  59. #endif
  60. NK_API void
  61. nk_sdl_device_create(void)
  62. {
  63. GLint status;
  64. static const GLchar *vertex_shader =
  65. NK_SHADER_VERSION
  66. "uniform mat4 ProjMtx;\n"
  67. "in vec2 Position;\n"
  68. "in vec2 TexCoord;\n"
  69. "in vec4 Color;\n"
  70. "out vec2 Frag_UV;\n"
  71. "out vec4 Frag_Color;\n"
  72. "void main() {\n"
  73. " Frag_UV = TexCoord;\n"
  74. " Frag_Color = Color;\n"
  75. " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
  76. "}\n";
  77. static const GLchar *fragment_shader =
  78. NK_SHADER_VERSION
  79. "precision mediump float;\n"
  80. "uniform sampler2D Texture;\n"
  81. "in vec2 Frag_UV;\n"
  82. "in vec4 Frag_Color;\n"
  83. "out vec4 Out_Color;\n"
  84. "void main(){\n"
  85. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  86. "}\n";
  87. struct nk_sdl_device *dev = &sdl.ogl;
  88. nk_buffer_init_default(&dev->cmds);
  89. dev->prog = glCreateProgram();
  90. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  91. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  92. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  93. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  94. glCompileShader(dev->vert_shdr);
  95. glCompileShader(dev->frag_shdr);
  96. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  97. assert(status == GL_TRUE);
  98. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  99. assert(status == GL_TRUE);
  100. glAttachShader(dev->prog, dev->vert_shdr);
  101. glAttachShader(dev->prog, dev->frag_shdr);
  102. glLinkProgram(dev->prog);
  103. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  104. assert(status == GL_TRUE);
  105. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  106. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  107. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  108. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  109. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  110. {
  111. /* buffer setup */
  112. GLsizei vs = sizeof(struct nk_draw_vertex);
  113. size_t vp = offsetof(struct nk_draw_vertex, position);
  114. size_t vt = offsetof(struct nk_draw_vertex, uv);
  115. size_t vc = offsetof(struct nk_draw_vertex, col);
  116. glGenBuffers(1, &dev->vbo);
  117. glGenBuffers(1, &dev->ebo);
  118. glGenVertexArrays(1, &dev->vao);
  119. glBindVertexArray(dev->vao);
  120. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  121. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  122. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  123. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  124. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  125. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
  126. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
  127. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
  128. }
  129. glBindTexture(GL_TEXTURE_2D, 0);
  130. glBindBuffer(GL_ARRAY_BUFFER, 0);
  131. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  132. glBindVertexArray(0);
  133. }
  134. NK_INTERN void
  135. nk_sdl_device_upload_atlas(const void *image, int width, int height)
  136. {
  137. struct nk_sdl_device *dev = &sdl.ogl;
  138. glGenTextures(1, &dev->font_tex);
  139. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  140. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  141. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  142. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  143. GL_RGBA, GL_UNSIGNED_BYTE, image);
  144. }
  145. NK_API void
  146. nk_sdl_device_destroy(void)
  147. {
  148. struct nk_sdl_device *dev = &sdl.ogl;
  149. glDetachShader(dev->prog, dev->vert_shdr);
  150. glDetachShader(dev->prog, dev->frag_shdr);
  151. glDeleteShader(dev->vert_shdr);
  152. glDeleteShader(dev->frag_shdr);
  153. glDeleteProgram(dev->prog);
  154. glDeleteTextures(1, &dev->font_tex);
  155. glDeleteBuffers(1, &dev->vbo);
  156. glDeleteBuffers(1, &dev->ebo);
  157. nk_buffer_free(&dev->cmds);
  158. }
  159. NK_API void
  160. nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
  161. {
  162. struct nk_sdl_device *dev = &sdl.ogl;
  163. int width, height;
  164. int display_width, display_height;
  165. struct nk_vec2 scale;
  166. GLfloat ortho[4][4] = {
  167. {2.0f, 0.0f, 0.0f, 0.0f},
  168. {0.0f,-2.0f, 0.0f, 0.0f},
  169. {0.0f, 0.0f,-1.0f, 0.0f},
  170. {-1.0f,1.0f, 0.0f, 1.0f},
  171. };
  172. SDL_GetWindowSize(sdl.win, &width, &height);
  173. SDL_GL_GetDrawableSize(sdl.win, &display_width, &display_height);
  174. ortho[0][0] /= (GLfloat)width;
  175. ortho[1][1] /= (GLfloat)height;
  176. scale.x = (float)display_width/(float)width;
  177. scale.y = (float)display_height/(float)height;
  178. /* setup global state */
  179. glViewport(0,0,display_width,display_height);
  180. glEnable(GL_BLEND);
  181. glBlendEquation(GL_FUNC_ADD);
  182. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  183. glDisable(GL_CULL_FACE);
  184. glDisable(GL_DEPTH_TEST);
  185. glEnable(GL_SCISSOR_TEST);
  186. glActiveTexture(GL_TEXTURE0);
  187. /* setup program */
  188. glUseProgram(dev->prog);
  189. glUniform1i(dev->uniform_tex, 0);
  190. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  191. {
  192. /* convert from command queue into draw list and draw to screen */
  193. const struct nk_draw_command *cmd;
  194. void *vertices, *elements;
  195. const nk_draw_index *offset = NULL;
  196. /* allocate vertex and element buffer */
  197. glBindVertexArray(dev->vao);
  198. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  199. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  200. glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
  201. glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
  202. /* load draw vertices & elements directly into vertex + element buffer */
  203. vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  204. elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
  205. {
  206. /* fill converting configuration */
  207. struct nk_convert_config config;
  208. memset(&config, 0, sizeof(config));
  209. config.global_alpha = 1.0f;
  210. config.shape_AA = AA;
  211. config.line_AA = AA;
  212. config.circle_segment_count = 22;
  213. config.curve_segment_count = 22;
  214. config.arc_segment_count = 22;
  215. config.null = dev->null;
  216. /* setup buffers to load vertices and elements */
  217. {struct nk_buffer vbuf, ebuf;
  218. nk_buffer_init_fixed(&vbuf, vertices, (size_t)max_vertex_buffer);
  219. nk_buffer_init_fixed(&ebuf, elements, (size_t)max_element_buffer);
  220. nk_convert(&sdl.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
  221. }
  222. glUnmapBuffer(GL_ARRAY_BUFFER);
  223. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  224. /* iterate over and execute each draw command */
  225. nk_draw_foreach(cmd, &sdl.ctx, &dev->cmds) {
  226. if (!cmd->elem_count) continue;
  227. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  228. glScissor(
  229. (GLint)(cmd->clip_rect.x * scale.x),
  230. (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
  231. (GLint)(cmd->clip_rect.w * scale.x),
  232. (GLint)(cmd->clip_rect.h * scale.y));
  233. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  234. offset += cmd->elem_count;
  235. }
  236. nk_clear(&sdl.ctx);
  237. }
  238. glUseProgram(0);
  239. glBindBuffer(GL_ARRAY_BUFFER, 0);
  240. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  241. glBindVertexArray(0);
  242. glDisable(GL_BLEND);
  243. glDisable(GL_SCISSOR_TEST);
  244. }
  245. static void
  246. nk_sdl_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
  247. {
  248. const char *text = SDL_GetClipboardText();
  249. if (text) nk_textedit_paste(edit, text, nk_strlen(text));
  250. (void)usr;
  251. }
  252. static void
  253. nk_sdl_clipbard_copy(nk_handle usr, const char *text, int len)
  254. {
  255. char *str = 0;
  256. (void)usr;
  257. if (!len) return;
  258. str = (char*)malloc((size_t)len+1);
  259. if (!str) return;
  260. memcpy(str, text, (size_t)len);
  261. str[len] = '\0';
  262. SDL_SetClipboardText(str);
  263. free(str);
  264. }
  265. NK_API struct nk_context*
  266. nk_sdl_init(SDL_Window *win)
  267. {
  268. sdl.win = win;
  269. nk_init_default(&sdl.ctx, 0);
  270. sdl.ctx.clip.copy = nk_sdl_clipbard_copy;
  271. sdl.ctx.clip.paste = nk_sdl_clipbard_paste;
  272. sdl.ctx.clip.userdata = nk_handle_ptr(0);
  273. nk_sdl_device_create();
  274. return &sdl.ctx;
  275. }
  276. NK_API void
  277. nk_sdl_font_stash_begin(struct nk_font_atlas **atlas)
  278. {
  279. nk_font_atlas_init_default(&sdl.atlas);
  280. nk_font_atlas_begin(&sdl.atlas);
  281. *atlas = &sdl.atlas;
  282. }
  283. NK_API void
  284. nk_sdl_font_stash_end(void)
  285. {
  286. const void *image; int w, h;
  287. image = nk_font_atlas_bake(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  288. nk_sdl_device_upload_atlas(image, w, h);
  289. nk_font_atlas_end(&sdl.atlas, nk_handle_id((int)sdl.ogl.font_tex), &sdl.ogl.null);
  290. if (sdl.atlas.default_font)
  291. nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle);
  292. }
  293. NK_API void
  294. nk_sdl_handle_event(SDL_Event *evt)
  295. {
  296. struct nk_context *ctx = &sdl.ctx;
  297. if (evt->type == SDL_KEYUP || evt->type == SDL_KEYDOWN) {
  298. /* key events */
  299. int down = evt->type == SDL_KEYDOWN;
  300. const Uint8* state = SDL_GetKeyboardState(0);
  301. SDL_Keycode sym = evt->key.keysym.sym;
  302. if (sym == SDLK_RSHIFT || sym == SDLK_LSHIFT)
  303. nk_input_key(ctx, NK_KEY_SHIFT, down);
  304. else if (sym == SDLK_DELETE)
  305. nk_input_key(ctx, NK_KEY_DEL, down);
  306. else if (sym == SDLK_RETURN)
  307. nk_input_key(ctx, NK_KEY_ENTER, down);
  308. else if (sym == SDLK_TAB)
  309. nk_input_key(ctx, NK_KEY_TAB, down);
  310. else if (sym == SDLK_BACKSPACE)
  311. nk_input_key(ctx, NK_KEY_BACKSPACE, down);
  312. else if (sym == SDLK_HOME)
  313. nk_input_key(ctx, NK_KEY_TEXT_START, down);
  314. else if (sym == SDLK_END)
  315. nk_input_key(ctx, NK_KEY_TEXT_END, down);
  316. else if (sym == SDLK_z)
  317. nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]);
  318. else if (sym == SDLK_r)
  319. nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]);
  320. else if (sym == SDLK_c)
  321. nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]);
  322. else if (sym == SDLK_v)
  323. nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]);
  324. else if (sym == SDLK_x)
  325. nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]);
  326. else if (sym == SDLK_b)
  327. nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]);
  328. else if (sym == SDLK_e)
  329. nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]);
  330. else if (sym == SDLK_LEFT) {
  331. if (state[SDL_SCANCODE_LCTRL])
  332. nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
  333. else nk_input_key(ctx, NK_KEY_LEFT, down);
  334. } else if (sym == SDLK_RIGHT) {
  335. if (state[SDL_SCANCODE_LCTRL])
  336. nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
  337. else nk_input_key(ctx, NK_KEY_RIGHT, down);
  338. }
  339. } else if (evt->type == SDL_MOUSEBUTTONDOWN || evt->type == SDL_MOUSEBUTTONUP) {
  340. /* mouse button */
  341. int down = evt->type == SDL_MOUSEBUTTONDOWN;
  342. const int x = evt->button.x, y = evt->button.y;
  343. if (evt->button.button == SDL_BUTTON_LEFT)
  344. nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
  345. if (evt->button.button == SDL_BUTTON_MIDDLE)
  346. nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
  347. if (evt->button.button == SDL_BUTTON_RIGHT)
  348. nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
  349. } else if (evt->type == SDL_MOUSEMOTION) {
  350. nk_input_motion(ctx, evt->motion.x, evt->motion.y);
  351. } else if (evt->type == SDL_TEXTINPUT) {
  352. nk_glyph glyph;
  353. memcpy(glyph, evt->text.text, NK_UTF_SIZE);
  354. nk_input_glyph(ctx, glyph);
  355. } else if (evt->type == SDL_MOUSEWHEEL) {
  356. nk_input_scroll(ctx,(float)evt->wheel.y);
  357. }
  358. }
  359. NK_API
  360. void nk_sdl_shutdown(void)
  361. {
  362. nk_font_atlas_clear(&sdl.atlas);
  363. nk_free(&sdl.ctx);
  364. nk_sdl_device_destroy();
  365. memset(&sdl, 0, sizeof(sdl));
  366. }
  367. #endif