385 lines
15 KiB
C++
385 lines
15 KiB
C++
#include "ImGuiRenderer.h"
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#include <QDateTime>
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#include <QGuiApplication>
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#include <QMouseEvent>
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#include <QClipboard>
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#include <QCursor>
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#include <QDebug>
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namespace QtImGui {
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namespace {
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QHash<int, ImGuiKey> keyMap = {
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{ Qt::Key_Tab, ImGuiKey_Tab },
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{ Qt::Key_Left, ImGuiKey_LeftArrow },
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{ Qt::Key_Right, ImGuiKey_RightArrow },
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{ Qt::Key_Up, ImGuiKey_UpArrow },
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{ Qt::Key_Down, ImGuiKey_DownArrow },
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{ Qt::Key_PageUp, ImGuiKey_PageUp },
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{ Qt::Key_PageDown, ImGuiKey_PageDown },
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{ Qt::Key_Home, ImGuiKey_Home },
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{ Qt::Key_End, ImGuiKey_End },
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{ Qt::Key_Delete, ImGuiKey_Delete },
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{ Qt::Key_Backspace, ImGuiKey_Backspace },
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{ Qt::Key_Enter, ImGuiKey_Enter },
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{ Qt::Key_Escape, ImGuiKey_Escape },
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{ Qt::Key_A, ImGuiKey_A },
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{ Qt::Key_C, ImGuiKey_C },
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{ Qt::Key_V, ImGuiKey_V },
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{ Qt::Key_X, ImGuiKey_X },
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{ Qt::Key_Y, ImGuiKey_Y },
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{ Qt::Key_Z, ImGuiKey_Z },
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};
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QByteArray g_currentClipboardText;
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}
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void ImGuiRenderer::initialize(WindowWrapper *window) {
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m_window.reset(window);
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initializeOpenGLFunctions();
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g_fun = new QOpenGLFunctions_3_2_Core();
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g_fun->initializeOpenGLFunctions();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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for (ImGuiKey key : keyMap.values()) {
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io.KeyMap[key] = key;
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}
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io.RenderDrawListsFn = [](ImDrawData *drawData) {
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instance()->renderDrawList(drawData);
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};
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io.SetClipboardTextFn = [](void *user_data, const char *text) {
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Q_UNUSED(user_data);
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QGuiApplication::clipboard()->setText(text);
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};
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io.GetClipboardTextFn = [](void *user_data) {
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Q_UNUSED(user_data);
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g_currentClipboardText = QGuiApplication::clipboard()->text().toUtf8();
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return (const char *)g_currentClipboardText.data();
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};
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io.IniFilename = nullptr;
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window->installEventFilter(this);
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}
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void ImGuiRenderer::renderDrawList(ImDrawData *draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Backup GL state
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GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
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GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
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GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
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GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
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GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
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GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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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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g_fun->glBindVertexArray(g_VaoHandle);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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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), (const GLvoid*)cmd_list->VtxBuffer.Data, 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), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)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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// Restore modified GL state
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glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glActiveTexture(last_active_texture);
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g_fun->glBindVertexArray(last_vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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bool ImGuiRenderer::createFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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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 (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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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 = (void *)(intptr_t)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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bool ImGuiRenderer::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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g_fun->glGenVertexArrays(1, &g_VaoHandle);
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g_fun->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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g_fun->glBindVertexArray(last_vertex_array);
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return true;
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}
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void ImGuiRenderer::newFrame()
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{
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if (!g_FontTexture)
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createDeviceObjects();
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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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io.DisplaySize = ImVec2(m_window->size().width(), m_window->size().height());
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io.DisplayFramebufferScale = ImVec2(m_window->devicePixelRatio(), m_window->devicePixelRatio());
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// Setup time step
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double current_time = QDateTime::currentMSecsSinceEpoch() / double(1000);
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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g_Time = current_time;
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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if (m_window->isActive())
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{
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auto pos = m_window->mapFromGlobal(QCursor::pos());
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io.MousePos = ImVec2(pos.x(), pos.y()); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
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}
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else
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{
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io.MousePos = ImVec2(-1,-1);
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}
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for (int i = 0; i < 3; i++)
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{
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io.MouseDown[i] = g_MousePressed[i];
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}
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io.MouseWheelH = g_MouseWheelH;
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io.MouseWheel = g_MouseWheel;
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g_MouseWheelH = 0;
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g_MouseWheel = 0;
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// Hide OS mouse cursor if ImGui is drawing it
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// glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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// Start the frame
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ImGui::NewFrame();
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}
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void ImGuiRenderer::onMousePressedChange(QMouseEvent *event)
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{
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g_MousePressed[0] = event->buttons() & Qt::LeftButton;
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g_MousePressed[1] = event->buttons() & Qt::RightButton;
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g_MousePressed[2] = event->buttons() & Qt::MiddleButton;
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}
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void ImGuiRenderer::onWheel(QWheelEvent *event)
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{
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// 5 lines per unit
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g_MouseWheelH += event->pixelDelta().x() / (ImGui::GetTextLineHeight());
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g_MouseWheel += event->pixelDelta().y() / (5.0 * ImGui::GetTextLineHeight());
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}
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void ImGuiRenderer::onKeyPressRelease(QKeyEvent *event)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (keyMap.contains(event->key())) {
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io.KeysDown[keyMap[event->key()]] = event->type() == QEvent::KeyPress;
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}
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if (event->type() == QEvent::KeyPress) {
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QString text = event->text();
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if (text.size() == 1) {
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io.AddInputCharacter(text.at(0).unicode());
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}
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}
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#ifdef Q_OS_MAC
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io.KeyCtrl = event->modifiers() & Qt::MetaModifier;
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io.KeyShift = event->modifiers() & Qt::ShiftModifier;
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io.KeyAlt = event->modifiers() & Qt::AltModifier;
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io.KeySuper = event->modifiers() & Qt::ControlModifier; // Comamnd key
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#else
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io.KeyCtrl = event->modifiers() & Qt::ControlModifier;
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io.KeyShift = event->modifiers() & Qt::ShiftModifier;
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io.KeyAlt = event->modifiers() & Qt::AltModifier;
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io.KeySuper = event->modifiers() & Qt::MetaModifier;
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#endif
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}
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bool ImGuiRenderer::eventFilter(QObject *watched, QEvent *event)
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{
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switch (event->type()) {
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case QEvent::MouseButtonPress:
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case QEvent::MouseButtonRelease:
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this->onMousePressedChange(static_cast<QMouseEvent *>(event));
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break;
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case QEvent::Wheel:
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this->onWheel(static_cast<QWheelEvent *>(event));
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break;
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case QEvent::KeyPress:
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case QEvent::KeyRelease:
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this->onKeyPressRelease(static_cast<QKeyEvent *>(event));
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break;
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default:
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break;
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}
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return QObject::eventFilter(watched, event);
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}
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ImGuiRenderer* ImGuiRenderer::instance() {
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static ImGuiRenderer* instance = nullptr;
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if (!instance) {
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instance = new ImGuiRenderer();
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}
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return instance;
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}
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}
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