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