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- // ImGuiTexInspect, a texture inspector widget for dear imgui
- #pragma once
- #include "imgui.h"
- namespace ImGuiTexInspect
- {
- struct Context;
- struct Transform2D;
- //-------------------------------------------------------------------------
- // [SECTION] INIT & SHUTDOWN
- //-------------------------------------------------------------------------
- void Init();
- void Shutdown();
- Context *CreateContext();
- void DestroyContext(Context *);
- void SetCurrentContext(Context *);
- //-------------------------------------------------------------------------
- // [SECTION] BASIC USAGE
- //-------------------------------------------------------------------------
- enum InspectorAlphaMode
- {
- InspectorAlphaMode_ImGui, // Alpha is transparency so you see the ImGui panel background behind image
- InspectorAlphaMode_Black, // Alpha is used to blend over a black background
- InspectorAlphaMode_White, // Alpha is used to blend over a white background
- InspectorAlphaMode_CustomColor // Alpha is used to blend over a custom colour.
- };
- typedef ImU64 InspectorFlags;
- enum InspectorFlags_
- {
- InspectorFlags_ShowWrap = 1 << 0, // Draw beyong the [0,1] uv range. What you see will depend on API
- InspectorFlags_NoForceFilterNearest = 1 << 1, // Normally we force nearest neighbour sampling when zoomed in. Set to disable this.
- InspectorFlags_NoGrid = 1 << 2, // By default a grid is shown at high zoom levels
- InspectorFlags_NoTooltip = 1 << 3, // Disable tooltip on hover
- InspectorFlags_FillHorizontal = 1 << 4, // Scale to fill available space horizontally
- InspectorFlags_FillVertical = 1 << 5, // Scale to fill available space vertically
- InspectorFlags_NoAutoReadTexture = 1 << 6, // By default texture data is read to CPU every frame for tooltip and annotations
- InspectorFlags_FlipX = 1 << 7, // Horizontally flip the way the texture is displayed
- InspectorFlags_FlipY = 1 << 8, // Vertically flip the way the texture is displayed
- };
- /* Use one of these Size structs if you want to specify an exact size for the inspector panel.
- * E.g.
- * BeginInspectorPanel("MyPanel", texture_1K, ImVec2(1024,1024), 0, SizeExcludingBorder(ImVec2(1024,1024)));
- *
- * However, most of the time the default size will be fine. E.g.
- *
- * BeginInspectorPanel("MyPanel", texture_1K, ImVec2(1024,1024));
- */
- struct SizeIncludingBorder {ImVec2 Size; SizeIncludingBorder(ImVec2 size):Size(size){}};
- struct SizeExcludingBorder {ImVec2 size; SizeExcludingBorder(ImVec2 size):size(size){}};
- /* BeginInspectorPanel
- * Returns true if panel is drawn. Note that flags will only be considered on the first call */
- bool BeginInspectorPanel(const char *name, ImTextureID, ImVec2 textureSize, InspectorFlags flags = 0);
- bool BeginInspectorPanel(const char *name, ImTextureID, ImVec2 textureSize, InspectorFlags flags, SizeIncludingBorder size);
- bool BeginInspectorPanel(const char *name, ImTextureID, ImVec2 textureSize, InspectorFlags flags, SizeExcludingBorder size);
- /* EndInspectorPanel
- * Always call after BeginInspectorPanel and after you have drawn any required annotations*/
- void EndInspectorPanel();
- /* ReleaseInspectorData
- * ImGuiTexInspect keeps texture data cached in memory. If you know you won't
- * be displaying a particular panel for a while you can call this to release
- * the memory. It won't be allocated again until next time you call
- * BeginInspectorPanel. If id is NULL then the current (most recent) inspector
- * will be affected. Unless you have a lot of different Inspector instances
- * you can probably not worry about this. Call CurrentInspector_GetID to get
- * the ID of an inspector.
- */
- void ReleaseInspectorData(ImGuiID id);
- //-------------------------------------------------------------------------
- // [SECTION] CURRENT INSPECTOR MANIPULATORS
- //-------------------------------------------------------------------------
- /* All the functions starting with CurrentInspector_ can be used after calling
- * BeginInspector until the end of the frame. It is not necessary to call them
- * before the matching EndInspectorPanel
- */
- /* CurrentInspector_SetColorMatrix
- * colorMatrix and colorOffset describe the transform which happens to the
- * color of each texel.
- * The calculation is finalColor = colorMatrix * originalColor + colorOffset.
- * Where finalColor, originalColor and colorOffset are column vectors with
- * components (r,g,b,a) and colorMatrix is a column-major matrix.
- */
- void CurrentInspector_SetColorMatrix(const float (&colorMatrix)[16], const float (&colorOffset)[4]);
- void CurrentInspector_ResetColorMatrix();
- /* CurrentInspector_SetAlphaMode - see enum comments for details*/
- void CurrentInspector_SetAlphaMode(InspectorAlphaMode);
- void CurrentInspector_SetFlags(InspectorFlags toSet, InspectorFlags toClear = 0);
- inline void CurrentInspector_ClearFlags(InspectorFlags toClear) {CurrentInspector_SetFlags(0, toClear);}
- void CurrentInspector_SetGridColor(ImU32 color);
- void CurrentInspector_SetMaxAnnotations(int maxAnnotations);
- /* CurrentInspector_InvalidateTextureCache
- * If using the InspectorFlags_NoAutoReadTexture flag then call this to
- * indicate your texture has changed context.
- */
- void CurrentInspector_InvalidateTextureCache();
- /* CurrentInspector_SetCustomBackgroundColor
- * If using InspectorAlphaMode_CustomColor then this is the color that will be
- * blended as the background where alpha is less than one.
- */
- void CurrentInspector_SetCustomBackgroundColor(ImVec4 color);
- void CurrentInspector_SetCustomBackgroundColor(ImU32 color);
- /* CurrentInspector_GetID
- * Get the ID of the current inspector. Currently only used for calling
- * ReleaseInspectorData.
- */
- ImGuiID CurrentInspector_GetID();
- /* Some convenience functions for drawing ImGui controls for the current Inspector */
- void DrawColorMatrixEditor(); // ColorMatrix editor. See comments on ColorMatrix below.
- void DrawGridEditor(); // Grid editor. Enable/Disable grid. Set Grid Color.
- void DrawColorChannelSelector(); // For toggling R,G,B channels
- void DrawAlphaModeSelector(); // A combo box for selecting the alpha mode
- //-------------------------------------------------------------------------
- // [SECTION] CONTEXT-WIDE SETTINGS
- //-------------------------------------------------------------------------
- /* SetZoomRate
- * factor should be greater than 1. A value of 1.5 means one mouse wheel
- * scroll will increase zoom level by 50%. The factor used for zooming out is
- * 1/factor. */
- void SetZoomRate(float factor);
-
- //-------------------------------------------------------------------------
- // [SECTION] ANNOTATION TOOLS
- //-------------------------------------------------------------------------
- /* DrawAnnotationLine
- * Convenience function to add a line to draw list using texel coordinates.
- */
- void DrawAnnotationLine(ImDrawList *drawList, ImVec2 fromTexel, ImVec2 toTexel, Transform2D texelsToPixels, ImU32 color);
- //-------------------------------------------------------------------------
- // [SECTION] Annotation Classes
- //-------------------------------------------------------------------------
- /* To draw annotations call DrawAnnotions in between BeginInspectorPanel and
- * EndInspectorPanel. Example usage:
- * DrawAnnotations(ValueText(ValueText::HexString));
- *
- * To provide your own Annotation drawing class just define a class that
- * implements the DrawAnnotation method. See imgui_tex_inspect_demo.cpp
- * for an example.
- */
- template <typename T>
- void DrawAnnotations(T drawer, ImU64 maxAnnotatedTexels = 0);
- /* ValueText
- * An annoation class that draws text inside each texel when zoom level is high enough for it to fit.
- * The text shows the value of the texel. E.g. "R:255, G: 128, B:0, A:255"
- */
- class ValueText
- {
- protected:
- int TextRowCount;
- int TextColumnCount;
- const char *TextFormatString;
- bool FormatAsFloats;
- public:
- enum Format
- {
- HexString, // E.g. #EF97B9FF
- BytesHex, // E.g. R:#EF G:#97 B:#B9 A:#FF (split over 4 lines)
- BytesDec, // E.g. R:239 G: 151 B:185 A:255 (split over 4 lines)
- Floats // E.g. 0.937 0.592 0.725 1.000 (split over 4 lines)
- };
- ValueText(Format format = HexString);
- void DrawAnnotation(ImDrawList *drawList, ImVec2 texel, Transform2D texelsToPixels, ImVec4 value);
- };
- /* Arrow
- * An annotation class that draws an arrow inside each texel when zoom level is
- * high enough. The direction and length of the arrow are determined by texel
- * values.
- * The X and Y components of the arrow is determined by the VectorIndex_x, and
- * VectorIndex_y channels of the texel value. Examples:
- * VectorIndex_x = 0, VectorIndex_y = 1 means X component is red and Y component is green
- * VectorIndex_x = 1, VectorIndex_y = 2 means X component is green and Y component is blue
- * VectorIndex_x = 0, VectorIndex_y = 3 means X component is red and Y component is alpha
- *
- * ZeroPoint is the texel value which corresponds to a zero length vector. E.g.
- * ZeroPoint = (0.5, 0.5) means (0.5, 0.5) will be drawn as a zero length arrow
- *
- * All public properties can be directly manipulated. There are also presets that can be set
- * by calling UsePreset.
- */
- class Arrow
- {
- public:
- int VectorIndex_x;
- int VectorIndex_y;
- ImVec2 LineScale;
- ImVec2 ZeroPoint = {0, 0};
-
- enum Preset
- {
- NormalMap, // For normal maps. I.e. Arrow is in (R,G) channels. 128, 128 is zero point
- NormalizedFloat // Arrow in (R,G) channels. 0,0 is zero point, (1,0) will draw an arrow exactly to
- // right edge of texture. (0,-1) will draw exactly to the bottom etc.
- };
- Arrow(int xVectorIndex = 0, int yVectorIndex = 1, ImVec2 lineScale = ImVec2(1, 1));
- Arrow &UsePreset(Preset);
- void DrawAnnotation(ImDrawList *drawList, ImVec2 texel, Transform2D texelsToPixels, ImVec4 value);
- };
- //-------------------------------------------------------------------------
- // [SECTION] INTERNAL
- //-------------------------------------------------------------------------
- struct Transform2D
- {
- ImVec2 Scale;
- ImVec2 Translate;
- /* Transform a vector by this transform. Scale is applied first */
- ImVec2 operator*(const ImVec2 &rhs) const
- {
- return ImVec2(Scale.x * rhs.x + Translate.x, Scale.y * rhs.y + Translate.y);
- }
- /* Return an inverse transform such that transform.Inverse() * transform * vector == vector*/
- Transform2D Inverse() const
- {
- ImVec2 inverseScale(1 / Scale.x, 1 / Scale.y);
- return {inverseScale, ImVec2(-inverseScale.x * Translate.x, -inverseScale.y * Translate.y)};
- }
- };
- struct BufferDesc
- {
- float *Data_float = nullptr; // Only one of these
- ImU8 *Data_uint8_t = nullptr; // two pointers should be non NULL
- size_t BufferByteSize = 0; // Size of buffer pointed to by one of above pointers
- int Stride = 0; // Measured in size of data type, not bytes!
- int LineStride = 0; // Measured in size of data type, not bytes!
- int StartX = 0; // Texel coordinates of data start
- int StartY = 0;
- int Width = 0; // Size of block of texels which are in data
- int Height = 0;
- unsigned char ChannelCount = 0; // Number of color channels in data. E.g. 2 means just red and green
- /* These 4 values describe where each color is stored relative to the beginning of the texel in memory
- * E.g. the float containing the red value would be at:
- * Data_float[texelIndex + bufferDesc.Red]
- */
- unsigned char Red = 0;
- unsigned char Green = 0;
- unsigned char Blue = 0;
- unsigned char Alpha = 0;
- };
- /* We use this struct for annotations rather than the Inspector struct so that
- * the whole Inspector struct doesn't have to be exposed in this header.
- */
- struct AnnotationsDesc
- {
- ImDrawList *DrawList;
- ImVec2 TexelViewSize; // How many texels are visible for annotating
- ImVec2 TexelTopLeft; // Coordinated in texture space of top left visible texel
- BufferDesc Buffer; // Description of cache texel data
- Transform2D TexelsToPixels; // Transform to go from texel space to screen pixel space
- };
- //-------------------------------------------------------------------------
- // [SECTION] FORWARD DECLARATIONS FOR TEMPLATE IMPLEMENTATION - Do not call directly
- //-------------------------------------------------------------------------
- ImVec4 GetTexel(const BufferDesc *bd, int x, int y);
- bool GetAnnotationDesc(AnnotationsDesc *, ImU64 maxAnnotatedTexels);
- //-------------------------------------------------------------------------
- // [SECTION] TEMPLATE IMPLEMENTATION
- //-------------------------------------------------------------------------
- template <typename T>
- void DrawAnnotations(T drawer, ImU64 maxAnnotatedTexels)
- {
- AnnotationsDesc ad;
- if (GetAnnotationDesc(&ad, maxAnnotatedTexels))
- {
- ImVec2 texelBottomRight = ImVec2(ad.TexelTopLeft.x + ad.TexelViewSize.x, ad.TexelTopLeft.y + ad.TexelViewSize.y);
- for (int ty = (int)ad.TexelTopLeft.y; ty < (int)texelBottomRight.y; ++ty)
- {
- for (int tx = (int)ad.TexelTopLeft.x; tx < (int)texelBottomRight.x; ++tx)
- {
- ImVec4 color = GetTexel(&ad.Buffer, tx, ty);
- ImVec2 center = {(float)tx + 0.5f, (float)ty + 0.5f};
- drawer.DrawAnnotation(ad.DrawList, center, ad.TexelsToPixels, color);
- }
- }
- }
- }
- } // namespace ImGuiTexInspect
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