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imgui_impl_sdlogl3.cpp 14 KB

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  1. // ImGui SDL2 binding with OpenGL3
  2. // https://github.com/ocornut/imgui
  3. #include <SDL.h>
  4. #include <SDL_syswm.h>
  5. #include <GL/glew.h>
  6. #include "imgui.h"
  7. #include "imgui_impl_sdlogl3.h"
  8. // Data
  9. static SDL_Window* g_Window = NULL;
  10. static double g_Time = 0.0f;
  11. static bool g_MousePressed[3] = { false, false, false };
  12. static float g_MouseWheel = 0.0f;
  13. static GLuint g_FontTexture = 0;
  14. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  15. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  16. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  17. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  18. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  19. // If text or lines are blurry when integrating ImGui in your engine:
  20. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  21. void ImGui_ImplSdlOgl3_RenderDrawLists(ImDrawData* draw_data)
  22. {
  23. // Backup GL state
  24. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  25. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  26. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  27. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  28. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  29. GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
  30. GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
  31. GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
  32. GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
  33. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  34. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  35. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  36. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  37. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
  38. glEnable(GL_BLEND);
  39. glBlendEquation(GL_FUNC_ADD);
  40. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  41. glDisable(GL_CULL_FACE);
  42. glDisable(GL_DEPTH_TEST);
  43. glEnable(GL_SCISSOR_TEST);
  44. glActiveTexture(GL_TEXTURE0);
  45. // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
  46. ImGuiIO& io = ImGui::GetIO();
  47. float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
  48. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  49. // Setup orthographic projection matrix
  50. const float ortho_projection[4][4] =
  51. {
  52. { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  53. { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f },
  54. { 0.0f, 0.0f, -1.0f, 0.0f },
  55. { -1.0f, 1.0f, 0.0f, 1.0f },
  56. };
  57. glUseProgram(g_ShaderHandle);
  58. glUniform1i(g_AttribLocationTex, 0);
  59. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  60. glBindVertexArray(g_VaoHandle);
  61. for (int n = 0; n < draw_data->CmdListsCount; n++)
  62. {
  63. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  64. const ImDrawIdx* idx_buffer_offset = 0;
  65. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  66. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
  67. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  68. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
  69. for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
  70. {
  71. if (pcmd->UserCallback)
  72. {
  73. pcmd->UserCallback(cmd_list, pcmd);
  74. }
  75. else
  76. {
  77. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  78. 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));
  79. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset);
  80. }
  81. idx_buffer_offset += pcmd->ElemCount;
  82. }
  83. }
  84. // Restore modified GL state
  85. glUseProgram(last_program);
  86. glBindTexture(GL_TEXTURE_2D, last_texture);
  87. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  88. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  89. glBindVertexArray(last_vertex_array);
  90. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  91. glBlendFunc(last_blend_src, last_blend_dst);
  92. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  93. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  94. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  95. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  96. }
  97. static const char* ImGui_ImplSdlOgl3_GetClipboardText()
  98. {
  99. return SDL_GetClipboardText();
  100. }
  101. static void ImGui_ImplSdlOgl3_SetClipboardText(const char* text)
  102. {
  103. SDL_SetClipboardText(text);
  104. }
  105. bool ImGui_ImplSdlOgl3_ProcessEvent(SDL_Event* event)
  106. {
  107. ImGuiIO& io = ImGui::GetIO();
  108. switch (event->type)
  109. {
  110. case SDL_MOUSEWHEEL:
  111. {
  112. if (event->wheel.y > 0)
  113. g_MouseWheel = 1;
  114. if (event->wheel.y < 0)
  115. g_MouseWheel = -1;
  116. return true;
  117. }
  118. case SDL_MOUSEBUTTONDOWN:
  119. {
  120. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  121. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  122. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  123. return true;
  124. }
  125. case SDL_TEXTINPUT:
  126. {
  127. ImGuiIO& io = ImGui::GetIO();
  128. io.AddInputCharactersUTF8(event->text.text);
  129. return true;
  130. }
  131. case SDL_KEYDOWN:
  132. case SDL_KEYUP:
  133. {
  134. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  135. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  136. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  137. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  138. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  139. return true;
  140. }
  141. }
  142. return false;
  143. }
  144. void ImGui_ImplSdlOgl3_CreateFontsTexture()
  145. {
  146. ImGuiIO& io = ImGui::GetIO();
  147. // Build texture atlas
  148. unsigned char* pixels;
  149. int width, height;
  150. 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.
  151. // Create OpenGL texture
  152. glGenTextures(1, &g_FontTexture);
  153. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  154. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  155. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  156. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  157. // Store our identifier
  158. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  159. // Cleanup (don't clear the input data if you want to append new fonts later)
  160. io.Fonts->ClearInputData();
  161. io.Fonts->ClearTexData();
  162. }
  163. bool ImGui_ImplSdlOgl3_CreateDeviceObjects()
  164. {
  165. // Backup GL state
  166. GLint last_texture, last_array_buffer, last_vertex_array;
  167. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  168. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  169. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  170. const GLchar *vertex_shader =
  171. "#version 330\n"
  172. "uniform mat4 ProjMtx;\n"
  173. "in vec2 Position;\n"
  174. "in vec2 UV;\n"
  175. "in vec4 Color;\n"
  176. "out vec2 Frag_UV;\n"
  177. "out vec4 Frag_Color;\n"
  178. "void main()\n"
  179. "{\n"
  180. " Frag_UV = UV;\n"
  181. " Frag_Color = Color;\n"
  182. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  183. "}\n";
  184. const GLchar* fragment_shader =
  185. "#version 330\n"
  186. "uniform sampler2D Texture;\n"
  187. "in vec2 Frag_UV;\n"
  188. "in vec4 Frag_Color;\n"
  189. "out vec4 Out_Color;\n"
  190. "void main()\n"
  191. "{\n"
  192. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  193. "}\n";
  194. g_ShaderHandle = glCreateProgram();
  195. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  196. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  197. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  198. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  199. glCompileShader(g_VertHandle);
  200. glCompileShader(g_FragHandle);
  201. glAttachShader(g_ShaderHandle, g_VertHandle);
  202. glAttachShader(g_ShaderHandle, g_FragHandle);
  203. glLinkProgram(g_ShaderHandle);
  204. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  205. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  206. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  207. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  208. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  209. glGenBuffers(1, &g_VboHandle);
  210. glGenBuffers(1, &g_ElementsHandle);
  211. glGenVertexArrays(1, &g_VaoHandle);
  212. glBindVertexArray(g_VaoHandle);
  213. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  214. glEnableVertexAttribArray(g_AttribLocationPosition);
  215. glEnableVertexAttribArray(g_AttribLocationUV);
  216. glEnableVertexAttribArray(g_AttribLocationColor);
  217. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  218. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
  219. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
  220. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
  221. #undef OFFSETOF
  222. ImGui_ImplSdlOgl3_CreateFontsTexture();
  223. // Restore modified GL state
  224. glBindTexture(GL_TEXTURE_2D, last_texture);
  225. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  226. glBindVertexArray(last_vertex_array);
  227. return true;
  228. }
  229. void ImGui_ImplSdlOgl3_InvalidateDeviceObjects()
  230. {
  231. if (g_FontTexture)
  232. {
  233. glDeleteTextures(1, &g_FontTexture);
  234. ImGui::GetIO().Fonts->TexID = 0;
  235. g_FontTexture = 0;
  236. }
  237. }
  238. bool ImGui_ImplSdlOgl3_Init(SDL_Window *window)
  239. {
  240. g_Window = window;
  241. ImGuiIO& io = ImGui::GetIO();
  242. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  243. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  244. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  245. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  246. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  247. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  248. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  249. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  250. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  251. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  252. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  253. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  254. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  255. io.KeyMap[ImGuiKey_A] = SDLK_a;
  256. io.KeyMap[ImGuiKey_C] = SDLK_c;
  257. io.KeyMap[ImGuiKey_V] = SDLK_v;
  258. io.KeyMap[ImGuiKey_X] = SDLK_x;
  259. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  260. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  261. io.RenderDrawListsFn = ImGui_ImplSdlOgl3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  262. io.SetClipboardTextFn = ImGui_ImplSdlOgl3_SetClipboardText;
  263. io.GetClipboardTextFn = ImGui_ImplSdlOgl3_GetClipboardText;
  264. #ifdef _WIN32
  265. SDL_SysWMinfo wmInfo;
  266. SDL_VERSION(&wmInfo.version);
  267. SDL_GetWindowWMInfo(window, &wmInfo);
  268. io.ImeWindowHandle = wmInfo.info.win.window;
  269. #endif
  270. return true;
  271. }
  272. void ImGui_ImplSdlOgl3_Shutdown()
  273. {
  274. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  275. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  276. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  277. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  278. glDetachShader(g_ShaderHandle, g_VertHandle);
  279. glDeleteShader(g_VertHandle);
  280. g_VertHandle = 0;
  281. glDetachShader(g_ShaderHandle, g_FragHandle);
  282. glDeleteShader(g_FragHandle);
  283. g_FragHandle = 0;
  284. glDeleteProgram(g_ShaderHandle);
  285. g_ShaderHandle = 0;
  286. if (g_FontTexture)
  287. {
  288. glDeleteTextures(1, &g_FontTexture);
  289. ImGui::GetIO().Fonts->TexID = 0;
  290. g_FontTexture = 0;
  291. }
  292. ImGui::Shutdown();
  293. }
  294. void ImGui_ImplSdlOgl3_NewFrame(SDL_Window *window)
  295. {
  296. if (!g_FontTexture)
  297. ImGui_ImplSdlOgl3_CreateDeviceObjects();
  298. ImGuiIO& io = ImGui::GetIO();
  299. // Setup display size (every frame to accommodate for window resizing)
  300. int w, h;
  301. int display_w, display_h;
  302. SDL_GetWindowSize(window, &w, &h);
  303. SDL_GetWindowSize(window, &display_w, &display_h);
  304. io.DisplaySize = ImVec2((float)w, (float)h);
  305. io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
  306. // Setup time step
  307. Uint32 time = SDL_GetTicks();
  308. double current_time = time / 1000.0;
  309. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
  310. g_Time = current_time;
  311. // Setup inputs
  312. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  313. int mx, my;
  314. Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
  315. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
  316. io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  317. else
  318. io.MousePos = ImVec2(-1, -1);
  319. 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.
  320. io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  321. io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  322. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  323. io.MouseWheel = g_MouseWheel;
  324. g_MouseWheel = 0.0f;
  325. // Hide OS mouse cursor if ImGui is drawing it
  326. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  327. // Start the frame
  328. ImGui::NewFrame();
  329. }