imgui_impl_sdl_gl3.cpp 15 KB

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  1. // ImGui SDL2 binding with OpenGL3
  2. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  3. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  4. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  5. // https://github.com/ocornut/imgui
  6. #include "imgui.h"
  7. #include "imgui_impl_sdl_gl3.h"
  8. // SDL,GL3W
  9. #include <SDL.h>
  10. #include <SDL_syswm.h>
  11. #include <GL/gl3w.h>
  12. // Data
  13. static SDL_Window* g_Window = NULL;
  14. static double g_Time = 0.0f;
  15. static bool g_MousePressed[3] = { false, false, false };
  16. static float g_MouseWheel = 0.0f;
  17. static GLuint g_FontTexture = 0;
  18. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  19. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  20. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  21. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  22. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  23. // If text or lines are blurry when integrating ImGui in your engine:
  24. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  25. void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
  26. {
  27. // Backup GL state
  28. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  29. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  30. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  31. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  32. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  33. GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
  34. GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
  35. GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
  36. GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
  37. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  38. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  39. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  40. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  41. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  42. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
  43. glEnable(GL_BLEND);
  44. glBlendEquation(GL_FUNC_ADD);
  45. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  46. glDisable(GL_CULL_FACE);
  47. glDisable(GL_DEPTH_TEST);
  48. glEnable(GL_SCISSOR_TEST);
  49. glActiveTexture(GL_TEXTURE0);
  50. // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
  51. ImGuiIO& io = ImGui::GetIO();
  52. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  53. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  54. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  55. // Setup orthographic projection matrix
  56. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  57. const float ortho_projection[4][4] =
  58. {
  59. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  60. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  61. { 0.0f, 0.0f, -1.0f, 0.0f },
  62. {-1.0f, 1.0f, 0.0f, 1.0f },
  63. };
  64. glUseProgram(g_ShaderHandle);
  65. glUniform1i(g_AttribLocationTex, 0);
  66. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  67. glBindVertexArray(g_VaoHandle);
  68. for (int n = 0; n < draw_data->CmdListsCount; n++)
  69. {
  70. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  71. const ImDrawIdx* idx_buffer_offset = 0;
  72. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  73. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
  74. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  75. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
  76. for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
  77. {
  78. if (pcmd->UserCallback)
  79. {
  80. pcmd->UserCallback(cmd_list, pcmd);
  81. }
  82. else
  83. {
  84. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  85. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
  86. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  87. }
  88. idx_buffer_offset += pcmd->ElemCount;
  89. }
  90. }
  91. // Restore modified GL state
  92. glUseProgram(last_program);
  93. glBindTexture(GL_TEXTURE_2D, last_texture);
  94. glBindVertexArray(last_vertex_array);
  95. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  96. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  97. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  98. glBlendFunc(last_blend_src, last_blend_dst);
  99. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  100. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  101. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  102. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  103. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  104. }
  105. static const char* ImGui_ImplSdlGL3_GetClipboardText()
  106. {
  107. return SDL_GetClipboardText();
  108. }
  109. static void ImGui_ImplSdlGL3_SetClipboardText(const char* text)
  110. {
  111. SDL_SetClipboardText(text);
  112. }
  113. bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
  114. {
  115. ImGuiIO& io = ImGui::GetIO();
  116. switch (event->type)
  117. {
  118. case SDL_MOUSEWHEEL:
  119. {
  120. if (event->wheel.y > 0)
  121. g_MouseWheel = 1;
  122. if (event->wheel.y < 0)
  123. g_MouseWheel = -1;
  124. return true;
  125. }
  126. case SDL_MOUSEBUTTONDOWN:
  127. {
  128. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  129. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  130. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  131. return true;
  132. }
  133. case SDL_TEXTINPUT:
  134. {
  135. ImGuiIO& io = ImGui::GetIO();
  136. io.AddInputCharactersUTF8(event->text.text);
  137. return true;
  138. }
  139. case SDL_KEYDOWN:
  140. case SDL_KEYUP:
  141. {
  142. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  143. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  144. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  145. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  146. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  147. return true;
  148. }
  149. }
  150. return false;
  151. }
  152. void ImGui_ImplSdlGL3_CreateFontsTexture()
  153. {
  154. // Build texture atlas
  155. ImGuiIO& io = ImGui::GetIO();
  156. unsigned char* pixels;
  157. int width, height;
  158. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
  159. // Upload texture to graphics system
  160. GLint last_texture;
  161. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  162. glGenTextures(1, &g_FontTexture);
  163. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  164. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  165. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  166. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  167. // Store our identifier
  168. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  169. // Restore state
  170. glBindTexture(GL_TEXTURE_2D, last_texture);
  171. }
  172. bool ImGui_ImplSdlGL3_CreateDeviceObjects()
  173. {
  174. // Backup GL state
  175. GLint last_texture, last_array_buffer, last_vertex_array;
  176. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  177. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  178. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  179. const GLchar *vertex_shader =
  180. "#version 330\n"
  181. "uniform mat4 ProjMtx;\n"
  182. "in vec2 Position;\n"
  183. "in vec2 UV;\n"
  184. "in vec4 Color;\n"
  185. "out vec2 Frag_UV;\n"
  186. "out vec4 Frag_Color;\n"
  187. "void main()\n"
  188. "{\n"
  189. " Frag_UV = UV;\n"
  190. " Frag_Color = Color;\n"
  191. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  192. "}\n";
  193. const GLchar* fragment_shader =
  194. "#version 330\n"
  195. "uniform sampler2D Texture;\n"
  196. "in vec2 Frag_UV;\n"
  197. "in vec4 Frag_Color;\n"
  198. "out vec4 Out_Color;\n"
  199. "void main()\n"
  200. "{\n"
  201. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  202. "}\n";
  203. g_ShaderHandle = glCreateProgram();
  204. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  205. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  206. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  207. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  208. glCompileShader(g_VertHandle);
  209. glCompileShader(g_FragHandle);
  210. glAttachShader(g_ShaderHandle, g_VertHandle);
  211. glAttachShader(g_ShaderHandle, g_FragHandle);
  212. glLinkProgram(g_ShaderHandle);
  213. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  214. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  215. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  216. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  217. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  218. glGenBuffers(1, &g_VboHandle);
  219. glGenBuffers(1, &g_ElementsHandle);
  220. glGenVertexArrays(1, &g_VaoHandle);
  221. glBindVertexArray(g_VaoHandle);
  222. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  223. glEnableVertexAttribArray(g_AttribLocationPosition);
  224. glEnableVertexAttribArray(g_AttribLocationUV);
  225. glEnableVertexAttribArray(g_AttribLocationColor);
  226. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  227. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
  228. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
  229. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
  230. #undef OFFSETOF
  231. ImGui_ImplSdlGL3_CreateFontsTexture();
  232. // Restore modified GL state
  233. glBindTexture(GL_TEXTURE_2D, last_texture);
  234. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  235. glBindVertexArray(last_vertex_array);
  236. return true;
  237. }
  238. void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
  239. {
  240. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  241. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  242. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  243. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  244. glDetachShader(g_ShaderHandle, g_VertHandle);
  245. glDeleteShader(g_VertHandle);
  246. g_VertHandle = 0;
  247. glDetachShader(g_ShaderHandle, g_FragHandle);
  248. glDeleteShader(g_FragHandle);
  249. g_FragHandle = 0;
  250. glDeleteProgram(g_ShaderHandle);
  251. g_ShaderHandle = 0;
  252. if (g_FontTexture)
  253. {
  254. glDeleteTextures(1, &g_FontTexture);
  255. ImGui::GetIO().Fonts->TexID = 0;
  256. g_FontTexture = 0;
  257. }
  258. }
  259. bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
  260. {
  261. g_Window = window;
  262. ImGuiIO& io = ImGui::GetIO();
  263. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  264. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  265. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  266. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  267. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  268. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  269. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  270. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  271. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  272. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  273. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  274. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  275. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  276. io.KeyMap[ImGuiKey_A] = SDLK_a;
  277. io.KeyMap[ImGuiKey_C] = SDLK_c;
  278. io.KeyMap[ImGuiKey_V] = SDLK_v;
  279. io.KeyMap[ImGuiKey_X] = SDLK_x;
  280. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  281. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  282. io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  283. io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
  284. io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
  285. #ifdef _WIN32
  286. SDL_SysWMinfo wmInfo;
  287. SDL_VERSION(&wmInfo.version);
  288. SDL_GetWindowWMInfo(window, &wmInfo);
  289. io.ImeWindowHandle = wmInfo.info.win.window;
  290. #endif
  291. return true;
  292. }
  293. void ImGui_ImplSdlGL3_Shutdown()
  294. {
  295. ImGui_ImplSdlGL3_InvalidateDeviceObjects();
  296. ImGui::Shutdown();
  297. }
  298. void ImGui_ImplSdlGL3_NewFrame()
  299. {
  300. if (!g_FontTexture)
  301. ImGui_ImplSdlGL3_CreateDeviceObjects();
  302. ImGuiIO& io = ImGui::GetIO();
  303. // Setup display size (every frame to accommodate for window resizing)
  304. int w, h;
  305. SDL_GetWindowSize(g_Window, &w, &h);
  306. io.DisplaySize = ImVec2((float)w, (float)h);
  307. io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
  308. // Setup time step
  309. Uint32 time = SDL_GetTicks();
  310. double current_time = time / 1000.0;
  311. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
  312. g_Time = current_time;
  313. // Setup inputs
  314. // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
  315. int mx, my;
  316. Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
  317. if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
  318. io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  319. else
  320. io.MousePos = ImVec2(-1, -1);
  321. io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
  322. io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  323. io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  324. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  325. io.MouseWheel = g_MouseWheel;
  326. g_MouseWheel = 0.0f;
  327. // Hide OS mouse cursor if ImGui is drawing it
  328. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  329. // Start the frame
  330. ImGui::NewFrame();
  331. }