#include "Rendering/ImGuiRenderPass.h" ImGuiRenderPass::ImGuiRenderPass(IRenderer* renderer, EventBroker* eventBroker) : m_Renderer(renderer) , m_EventBroker(eventBroker) { g_Window = renderer->Window(); ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; ImGuiStyle& style = ImGui::GetStyle(); style.Alpha = 1.f; style.WindowPadding = ImVec2(8.f, 7.f); style.WindowRounding = 4.f; style.ChildWindowRounding = 0.f; style.FramePadding = ImVec2(4.f, 2.f); style.FrameRounding = 2.f; style.ItemSpacing = ImVec2(6.f, 2.f); style.ItemInnerSpacing = ImVec2(3.f, 4.f); style.IndentSpacing = 16.f; style.ScrollbarSize = 12; style.ScrollbarRounding = 2.f; style.GrabMinSize = 13.f; style.GrabRounding = 3.f; createDeviceObjects(); EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &ImGuiRenderPass::OnMousePress); EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &ImGuiRenderPass::OnMouseRelease); EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &ImGuiRenderPass::OnMouseMove); EVENT_SUBSCRIBE_MEMBER(m_EMouseScroll, &ImGuiRenderPass::OnMouseScroll); EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &ImGuiRenderPass::OnKeyDown); EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &ImGuiRenderPass::OnKeyUp); EVENT_SUBSCRIBE_MEMBER(m_EKeyboardChar, &ImGuiRenderPass::OnKeyboardChar); // Prime the first frame newFrame(); } void ImGuiRenderPass::Update(double dt) { g_DeltaTime = dt; } void ImGuiRenderPass::Draw() { ImGuiIO& io = ImGui::GetIO(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); // Set up render state ImGuiRenderState state; glActiveTexture(GL_TEXTURE0); // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Setup viewport, orthographic projection matrix glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); const float ortho_projection[4][4] = { { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { -1.0f, 1.0f, 0.0f, 1.0f }, }; glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glBindVertexArray(g_VaoHandle); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawIdx* idx_buffer_offset = 0; glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) { if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { glBindTexture(GL_TEXTURE_2D, (GLuint)pcmd->TextureId); 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)); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); } idx_buffer_offset += pcmd->ElemCount; } } // Start next frame newFrame(); } bool ImGuiRenderPass::OnMousePress(const Events::MousePress& e) { ImGuiIO& io = ImGui::GetIO(); io.MouseDown[e.Button] = true; return false; } bool ImGuiRenderPass::OnMouseRelease(const Events::MouseRelease& e) { ImGuiIO& io = ImGui::GetIO(); io.MouseDown[e.Button] = false; return false; } bool ImGuiRenderPass::OnMouseMove(const Events::MouseMove& e) { ImGuiIO& io = ImGui::GetIO(); io.MousePos.x = static_cast(e.X); io.MousePos.y = static_cast(e.Y); return true; } bool ImGuiRenderPass::OnMouseScroll(const Events::MouseScroll& e) { g_MouseWheel += (float)e.DeltaY; return true; } bool ImGuiRenderPass::OnKeyDown(const Events::KeyDown& e) { ImGuiIO& io = ImGui::GetIO(); io.KeysDown[e.KeyCode] = true; return true; } bool ImGuiRenderPass::OnKeyUp(const Events::KeyUp& e) { ImGuiIO& io = ImGui::GetIO(); io.KeysDown[e.KeyCode] = false; return true; } bool ImGuiRenderPass::OnKeyboardChar(const Events::KeyboardChar& e) { ImGuiIO& io = ImGui::GetIO(); if (e.Char > 0 && e.Char < 0x10000) { io.AddInputCharacter((unsigned short)e.Char); return true; } else { return false; } } bool ImGuiRenderPass::createDeviceObjects() { // Backup GL state GLint last_texture, last_array_buffer, last_vertex_array; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); const GLchar *vertex_shader = "#version 330\n" "uniform mat4 ProjMtx;\n" "in vec2 Position;\n" "in vec2 UV;\n" "in vec4 Color;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n" "}\n"; const GLchar* fragment_shader = "#version 330\n" "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; g_ShaderHandle = glCreateProgram(); g_VertHandle = glCreateShader(GL_VERTEX_SHADER); g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(g_VertHandle, 1, &vertex_shader, 0); glShaderSource(g_FragHandle, 1, &fragment_shader, 0); glCompileShader(g_VertHandle); glCompileShader(g_FragHandle); glAttachShader(g_ShaderHandle, g_VertHandle); glAttachShader(g_ShaderHandle, g_FragHandle); glLinkProgram(g_ShaderHandle); g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_ElementsHandle); glGenVertexArrays(1, &g_VaoHandle); glBindVertexArray(g_VaoHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationColor); #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); #undef OFFSETOF createFontsTexture(); // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindVertexArray(last_vertex_array); return true; } bool ImGuiRenderPass::createFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("Fonts/DroidSans.ttf", 13.f); //io.Fonts->AddFontFromFileTTF("Fonts/ProggyClean.ttf", 13.f); //io.Fonts->AddFontFromFileTTF("Fonts/ProggyTiny.ttf", 10.f); //io.Fonts->AddFontFromFileTTF("Fonts/Karla-Regular.ttf", 15.0f); unsigned char* pixels; int width, height; 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. // Upload texture to graphics system GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->TexID = reinterpret_cast(g_FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGuiRenderPass::newFrame() { ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; glfwGetWindowSize(g_Window, &w, &h); glfwGetFramebufferSize(g_Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); io.DeltaTime = static_cast(g_DeltaTime); io.KeyCtrl = glfwGetKey(g_Window, GLFW_KEY_LEFT_CONTROL) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_CONTROL); io.KeyShift = glfwGetKey(g_Window, GLFW_KEY_LEFT_SHIFT) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_SHIFT); io.KeyAlt = glfwGetKey(g_Window, GLFW_KEY_LEFT_ALT) || glfwGetKey(g_Window, GLFW_KEY_RIGHT_ALT); io.MouseWheel = g_MouseWheel; g_MouseWheel = 0; m_EventBroker->Process(); ImGui::NewFrame(); }