Open Source Tomb Raider Engine
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UI.cpp 21KB

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  1. /*!
  2. * \file src/UI.cpp
  3. * \brief UI interface manager
  4. *
  5. * \author xythobuz
  6. */
  7. #include "imgui/imgui.h"
  8. #include "global.h"
  9. #include "Camera.h"
  10. #include "Console.h"
  11. #include "Game.h"
  12. #include "Log.h"
  13. #include "Menu.h"
  14. #include "Render.h"
  15. #include "RunTime.h"
  16. #include "SoundManager.h"
  17. #include "TextureManager.h"
  18. #include "World.h"
  19. #include "system/Window.h"
  20. #include "utils/time.h"
  21. #include "UI.h"
  22. #include <glm/gtc/matrix_transform.hpp>
  23. Shader UI::imguiShader;
  24. bool UI::visible = false;
  25. unsigned int UI::fontTex;
  26. std::string UI::iniFilename;
  27. std::string UI::logFilename;
  28. bool UI::metaKeyIsActive = false;
  29. std::list<std::tuple<KeyboardButton, bool>> UI::keyboardEvents;
  30. std::list<std::tuple<unsigned int, unsigned int, KeyboardButton, bool>> UI::clickEvents;
  31. std::list<std::tuple<int, int, int, int>> UI::motionEvents;
  32. std::list<std::tuple<int, int>> UI::scrollEvents;
  33. void UI::setSize(glm::i32vec2 s) {
  34. ImGuiIO& io = ImGui::GetIO();
  35. io.DisplaySize = ImVec2(s.x, s.y);
  36. }
  37. int UI::initialize() {
  38. if (imguiShader.compile(imguiShaderVertex, imguiShaderFragment) < 0)
  39. return -1;
  40. if (imguiShader.addUniform("screen") < 0)
  41. return -2;
  42. if (imguiShader.addUniform("textureSampler") < 0)
  43. return -3;
  44. iniFilename = RunTime::getBaseDir() + "/imgui.ini";
  45. logFilename = RunTime::getBaseDir() + "/imgui_log.txt";
  46. ImGuiIO& io = ImGui::GetIO();
  47. io.DisplaySize = ImVec2(Window::getSize().x, Window::getSize().y);
  48. io.DeltaTime = 1.0f / 60.0f;
  49. io.IniFilename = iniFilename.c_str();
  50. io.LogFilename = logFilename.c_str();
  51. io.KeyMap[ImGuiKey_Tab] = tabKey;
  52. io.KeyMap[ImGuiKey_LeftArrow] = leftKey;
  53. io.KeyMap[ImGuiKey_RightArrow] = rightKey;
  54. io.KeyMap[ImGuiKey_UpArrow] = upKey;
  55. io.KeyMap[ImGuiKey_DownArrow] = downKey;
  56. io.KeyMap[ImGuiKey_Home] = homeKey;
  57. io.KeyMap[ImGuiKey_End] = endKey;
  58. io.KeyMap[ImGuiKey_Delete] = delKey;
  59. io.KeyMap[ImGuiKey_Backspace] = backspaceKey;
  60. io.KeyMap[ImGuiKey_Enter] = enterKey;
  61. io.KeyMap[ImGuiKey_Escape] = escapeKey;
  62. io.KeyMap[ImGuiKey_A] = aKey;
  63. io.KeyMap[ImGuiKey_C] = cKey;
  64. io.KeyMap[ImGuiKey_V] = vKey;
  65. io.KeyMap[ImGuiKey_X] = xKey;
  66. io.KeyMap[ImGuiKey_Y] = yKey;
  67. io.KeyMap[ImGuiKey_Z] = zKey;
  68. io.RenderDrawListsFn = UI::renderImGui;
  69. io.GetClipboardTextFn = Window::getClipboard;
  70. io.SetClipboardTextFn = Window::setClipboard;
  71. io.ImeSetInputScreenPosFn = Window::inputPositionCallback;
  72. // Load font texture
  73. //! \TODO allow loading other TTF fonts
  74. unsigned char* pixels;
  75. int width, height;
  76. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  77. fontTex = TextureManager::loadBufferSlot(pixels, width, height, ColorMode::RGBA, 32,
  78. TextureStorage::SYSTEM, -1, false);
  79. auto bm = TextureManager::getBufferManager(fontTex, TextureStorage::SYSTEM);
  80. io.Fonts->TexID = bm;
  81. // Set up OpenRaider style
  82. ImGuiStyle& style = ImGui::GetStyle();
  83. style.Colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
  84. style.Colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
  85. style.Colors[ImGuiCol_Border] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
  86. style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.60f);
  87. style.Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.30f);
  88. style.Colors[ImGuiCol_TitleBg] = ImVec4(0.50f, 0.70f, 1.00f, 0.45f);
  89. style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.65f, 1.00f, 0.20f);
  90. style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.40f, 0.65f, 1.00f, 0.15f);
  91. style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.65f, 1.00f, 0.30f);
  92. style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.65f, 1.00f, 0.40f);
  93. style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(1.00f, 0.16f, 0.16f, 0.40f);
  94. style.Colors[ImGuiCol_ComboBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
  95. style.Colors[ImGuiCol_CheckHovered] = ImVec4(1.00f, 0.40f, 0.40f, 0.45f);
  96. style.Colors[ImGuiCol_CheckActive] = ImVec4(0.65f, 0.50f, 0.50f, 0.55f);
  97. style.Colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
  98. style.Colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
  99. style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(1.00f, 0.20f, 0.22f, 1.00f);
  100. style.Colors[ImGuiCol_Button] = ImVec4(1.00f, 0.20f, 0.20f, 0.60f);
  101. style.Colors[ImGuiCol_ButtonHovered] = ImVec4(1.00f, 0.20f, 0.18f, 1.00f);
  102. style.Colors[ImGuiCol_ButtonActive] = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);
  103. style.Colors[ImGuiCol_Header] = ImVec4(0.21f, 0.54f, 1.00f, 0.45f);
  104. style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.22f, 0.56f, 1.00f, 0.80f);
  105. style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.00f, 0.31f, 1.00f, 1.00f);
  106. style.Colors[ImGuiCol_Column] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
  107. style.Colors[ImGuiCol_ColumnHovered] = ImVec4(0.60f, 0.40f, 0.40f, 1.00f);
  108. style.Colors[ImGuiCol_ColumnActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
  109. style.Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
  110. style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
  111. style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
  112. style.Colors[ImGuiCol_CloseButton] = ImVec4(0.21f, 0.56f, 1.00f, 0.50f);
  113. style.Colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.21f, 0.32f, 1.00f, 0.60f);
  114. style.Colors[ImGuiCol_CloseButtonActive] = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
  115. style.Colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
  116. style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
  117. style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
  118. style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
  119. style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
  120. style.Colors[ImGuiCol_TooltipBg] = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
  121. style.WindowPadding = ImVec2(2, 2);
  122. style.WindowRounding = 9;
  123. style.FramePadding = ImVec2(2, 1);
  124. style.ItemSpacing = ImVec2(2, 2);
  125. style.ItemInnerSpacing = ImVec2(1, 1);
  126. style.TouchExtraPadding = ImVec2(0, 0);
  127. style.TreeNodeSpacing = 3;
  128. style.ScrollbarWidth = 10;
  129. return 0;
  130. }
  131. void UI::eventsFinished() {
  132. ImGuiIO& io = ImGui::GetIO();
  133. io.DisplaySize = ImVec2(Window::getSize().x, Window::getSize().y);
  134. static unsigned long lastTime = 0;
  135. io.DeltaTime = ((float)(systemTimerGet() - lastTime)) / 1000.0f;
  136. lastTime = systemTimerGet();
  137. if (io.DeltaTime <= 0.0f)
  138. io.DeltaTime = 1.0f / 60.0f;
  139. ImGui::NewFrame();
  140. if (!(visible || Console::isVisible())) {
  141. while (!clickEvents.empty()) {
  142. auto i = clickEvents.front();
  143. if (getMenu().isVisible()) {
  144. getMenu().handleMouseClick(std::get<0>(i), std::get<1>(i),
  145. std::get<2>(i), std::get<3>(i));
  146. }
  147. clickEvents.pop_front();
  148. }
  149. while (!motionEvents.empty()) {
  150. auto i = motionEvents.front();
  151. if (!getMenu().isVisible()) {
  152. Game::handleMouseMotion(std::get<0>(i), std::get<1>(i),
  153. std::get<2>(i), std::get<3>(i));
  154. }
  155. motionEvents.pop_front();
  156. }
  157. while (!scrollEvents.empty()) {
  158. auto i = scrollEvents.front();
  159. if (getMenu().isVisible()) {
  160. getMenu().handleMouseScroll(std::get<0>(i), std::get<1>(i));
  161. }
  162. scrollEvents.pop_front();
  163. }
  164. }
  165. while (!keyboardEvents.empty()) {
  166. auto i = keyboardEvents.front();
  167. if (!(visible || Console::isVisible())) {
  168. if (getMenu().isVisible()) {
  169. getMenu().handleKeyboard(std::get<0>(i), std::get<1>(i));
  170. } else {
  171. for (int n = forwardAction; n < ActionEventCount; n++) {
  172. if (RunTime::getKeyBinding((ActionEvents)n) == std::get<0>(i))
  173. Game::handleAction((ActionEvents)n, !std::get<1>(i));
  174. }
  175. }
  176. }
  177. if (std::get<1>(i)) {
  178. if (!(visible || Console::isVisible())) {
  179. if (RunTime::getKeyBinding(menuAction) == std::get<0>(i)) {
  180. getMenu().setVisible(!getMenu().isVisible());
  181. }
  182. }
  183. if ((!io.WantCaptureKeyboard) || (!(visible || Console::isVisible()))) {
  184. if (!metaKeyIsActive) {
  185. if (RunTime::getKeyBinding(debugAction) == std::get<0>(i)) {
  186. visible = !visible;
  187. }
  188. if (RunTime::getKeyBinding(consoleAction) == std::get<0>(i)) {
  189. Console::setVisible(!Console::isVisible());
  190. }
  191. }
  192. }
  193. }
  194. keyboardEvents.pop_front();
  195. }
  196. bool clicked = !clickEvents.empty();
  197. clickEvents.clear();
  198. motionEvents.clear();
  199. scrollEvents.clear();
  200. if ((visible || Console::isVisible()) && (
  201. ((!io.WantCaptureKeyboard) && io.KeysDown[escapeKey])
  202. || ((!io.WantCaptureMouse) && clicked)
  203. )) {
  204. visible = false;
  205. Console::setVisible(false);
  206. }
  207. if (Window::getTextInput() != (visible || Console::isVisible()))
  208. Window::setTextInput(visible || Console::isVisible());
  209. bool input = !(visible || Console::isVisible() || getMenu().isVisible());
  210. if (Window::getMousegrab() != input)
  211. Window::setMousegrab(input);
  212. io.MouseWheel = 0;
  213. }
  214. void UI::display() {
  215. if (RunTime::getShowFPS() && (!getMenu().isVisible())) {
  216. if (ImGui::Begin("Debug Overlay", nullptr, ImVec2(0, 0), -1.0f,
  217. ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize
  218. | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings
  219. | ImGuiWindowFlags_AlwaysAutoResize)) {
  220. ImGui::Text("%d FPS", RunTime::getFPS());
  221. ImGui::Text("X: %.1f (%.2f)", Camera::getPosition().x, Camera::getRotation().x);
  222. ImGui::Text("Y: %.2f (%.2f)", Camera::getPosition().y, Camera::getRotation().y);
  223. ImGui::Text("Z: %.2f (%d)", Camera::getPosition().z, Camera::getRoom());
  224. auto window = ImGui::GetWindowSize();
  225. auto screen = Window::getSize();
  226. ImGui::SetWindowPos(ImVec2(10, screen.y - window.y - 10));
  227. }
  228. ImGui::End();
  229. }
  230. if (Game::isLoaded())
  231. Camera::displayUI();
  232. Console::display();
  233. if (!visible) {
  234. ImGui::Render();
  235. return;
  236. }
  237. static bool showTestWindow = false;
  238. static bool showStyleWindow = false;
  239. if (ImGui::Begin("Engine", &visible, ImVec2(500, 600))) {
  240. Render::displayUI();
  241. RunTime::display();
  242. TextureManager::display();
  243. SoundManager::display();
  244. if (ImGui::CollapsingHeader("ImGui/Debug UI Help")) {
  245. ImGui::ShowUserGuide();
  246. ImGui::Separator();
  247. if (ImGui::Button("Show/Hide Test Window")) {
  248. showTestWindow = !showTestWindow;
  249. }
  250. ImGui::SameLine();
  251. if (ImGui::Button("Show/Hide Style Editor")) {
  252. showStyleWindow = !showStyleWindow;
  253. }
  254. }
  255. if (ImGui::CollapsingHeader("ShaderTexture Test")) {
  256. static ShaderTexture* st = nullptr;
  257. static int index = 0;
  258. ImGui::SliderInt("SkeletalModel", &index, 0, getWorld().sizeSkeletalModel() - 1);
  259. static glm::mat4 MVP(1.0f);
  260. static bool dirty = true, redraw = false;
  261. static float zoom = 1.0f;
  262. static float pos[3];
  263. static float rot[3];
  264. if (ImGui::SliderFloat3("Position", pos, -100.0f, 100.0f)) {
  265. //dirty = true;
  266. }
  267. if (ImGui::SliderFloat3("Rotation", rot, -6.0f, 6.0f)) {
  268. //dirty = true;
  269. }
  270. if (ImGui::SliderFloat("Zoom", &zoom, -1.0f, 2.0f)) {
  271. //dirty = true;
  272. }
  273. if (dirty) {
  274. static glm::mat4 projection = glm::perspective(45.0f, 1.0f, 0.1f, 2000.0f);
  275. glm::mat4 rotateX = glm::rotate(glm::mat4(1.0f), rot[0], glm::vec3(1.0f, 0.0f, 0.0f));
  276. glm::mat4 rotateY = glm::rotate(glm::mat4(1.0f), rot[1], glm::vec3(0.0f, 1.0f, 0.0f));
  277. glm::mat4 rotateZ = glm::rotate(glm::mat4(1.0f), rot[2], glm::vec3(0.0f, 0.0f, 1.0f));
  278. glm::mat4 rotate = rotateZ * rotateX * rotateY;
  279. glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(pos[0], pos[1], pos[2]));
  280. //glm::mat4 view = glm::inverse(rotate * translate);
  281. glm::mat4 view = rotate * translate;
  282. glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(zoom, zoom, zoom));
  283. MVP = projection * view * scale;
  284. redraw = true;
  285. dirty = false;
  286. }
  287. if ((index >= 0) && (index < getWorld().sizeSkeletalModel())) {
  288. auto& sm = getWorld().getSkeletalModel(index);
  289. if ((sm.size() > 0) && (sm.get(0).size() > 0)) {
  290. if (ImGui::Button("(Re)Create ShaderTexture...")) {
  291. if (st != nullptr) {
  292. delete st;
  293. st = nullptr;
  294. }
  295. if (st == nullptr) {
  296. st = new ShaderTexture();
  297. redraw = true;
  298. }
  299. }
  300. if ((st != nullptr) && redraw) {
  301. st->clear();
  302. sm.display(MVP, 0, 0, st);
  303. redraw = false;
  304. Log::get(LOG_DEBUG) << "Rendered new ShaderTexture!" << Log::endl;
  305. }
  306. } else {
  307. ImGui::Text("Selected SkeletalModel has no animation/frame!");
  308. }
  309. } else {
  310. ImGui::Text("No SkeletalModels loaded!");
  311. }
  312. if (st != nullptr) {
  313. auto bm = TextureManager::getBufferManager(st->getTexture(), TextureStorage::SYSTEM);
  314. ImGui::Image(bm, ImVec2(ImGui::GetColumnWidth() * 2 / 3,
  315. ImGui::GetColumnWidth() * 2 / 3));
  316. }
  317. }
  318. }
  319. ImGui::End();
  320. if (showTestWindow)
  321. ImGui::ShowTestWindow();
  322. if (showStyleWindow)
  323. ImGui::ShowStyleEditor();
  324. ImGui::Render();
  325. }
  326. void UI::shutdown() {
  327. ImGui::Shutdown();
  328. }
  329. void UI::handleKeyboard(KeyboardButton key, bool pressed) {
  330. ImGuiIO& io = ImGui::GetIO();
  331. io.KeysDown[key] = pressed;
  332. io.KeyCtrl = io.KeysDown[leftctrlKey] | io.KeysDown[rightctrlKey];
  333. io.KeyShift = io.KeysDown[leftshiftKey] | io.KeysDown[rightshiftKey];
  334. keyboardEvents.push_back(std::make_tuple(key, pressed));
  335. if ((key == leftguiKey) || (key == rightguiKey))
  336. metaKeyIsActive = pressed;
  337. }
  338. void UI::handleText(char* text, bool notFinished) {
  339. if (notFinished)
  340. return;
  341. ImGuiIO& io = ImGui::GetIO();
  342. while (*text != '\0') {
  343. io.AddInputCharacter(*text);
  344. text++;
  345. }
  346. }
  347. void UI::handleMouseClick(unsigned int x, unsigned int y, KeyboardButton button, bool released) {
  348. ImGuiIO& io = ImGui::GetIO();
  349. io.MousePos = ImVec2((float)x, (float)y);
  350. if (button == leftmouseKey) {
  351. io.MouseDown[0] = !released;
  352. } else if (button == rightmouseKey) {
  353. io.MouseDown[1] = !released;
  354. } else if (button == middlemouseKey) {
  355. io.MouseDown[2] = !released;
  356. } else if (button == fourthmouseKey) {
  357. io.MouseDown[3] = !released;
  358. } else if (button == fifthmouseKey) {
  359. io.MouseDown[4] = !released;
  360. }
  361. clickEvents.push_back(std::make_tuple(x, y, button, released));
  362. }
  363. void UI::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) {
  364. ImGuiIO& io = ImGui::GetIO();
  365. io.MousePos = ImVec2((float)xabs, (float)yabs);
  366. motionEvents.push_back(std::make_tuple(xrel, yrel, xabs, yabs));
  367. }
  368. void UI::handleMouseScroll(int xrel, int yrel) {
  369. ImGuiIO& io = ImGui::GetIO();
  370. io.MouseWheel += yrel;
  371. scrollEvents.push_back(std::make_tuple(xrel, yrel));
  372. }
  373. void UI::handleControllerAxis(float value, KeyboardButton axis) {
  374. Game::handleControllerAxis(value, axis);
  375. }
  376. void UI::handleControllerButton(KeyboardButton button, bool released) {
  377. if (visible || Console::isVisible())
  378. return;
  379. if (getMenu().isVisible()) {
  380. if (button == aButton) {
  381. handleKeyboard(enterKey, !released);
  382. } else if (button == padUp) {
  383. handleKeyboard(upKey, !released);
  384. } else if (button == padDown) {
  385. handleKeyboard(downKey, !released);
  386. } else if (button == padLeft) {
  387. handleKeyboard(leftKey, !released);
  388. } else if (button == padRight) {
  389. handleKeyboard(rightKey, !released);
  390. } else if (button == startButton) {
  391. if (!released)
  392. getMenu().setVisible(false);
  393. }
  394. } else {
  395. if (button == aButton) {
  396. Game::handleAction(jumpAction, released);
  397. } else if (button == bButton) {
  398. Game::handleAction(crouchAction, released);
  399. } else if (button == xButton) {
  400. Game::handleAction(useAction, released);
  401. } else if (button == yButton) {
  402. Game::handleAction(holsterAction, released);
  403. } else if (button == padUp) {
  404. Game::handleAction(forwardAction, released);
  405. } else if (button == padDown) {
  406. Game::handleAction(backwardAction, released);
  407. } else if (button == padLeft) {
  408. Game::handleAction(leftAction, released);
  409. } else if (button == padRight) {
  410. Game::handleAction(rightAction, released);
  411. } else if (button == leftShoulder) {
  412. Game::handleAction(walkAction, released);
  413. } else if (button == startButton) {
  414. if (!released)
  415. getMenu().setVisible(true);
  416. }
  417. }
  418. }
  419. void UI::renderImGui(ImDrawList** const cmd_lists, int cmd_lists_count) {
  420. if (cmd_lists_count == 0)
  421. return;
  422. static ShaderBuffer vert, uv, col;
  423. glEnable(GL_SCISSOR_TEST);
  424. Shader::set2DState(true);
  425. imguiShader.use();
  426. imguiShader.loadUniform(0, Window::getSize());
  427. vert.bindBuffer(0, 2);
  428. uv.bindBuffer(1, 2);
  429. col.bindBuffer(2, 4);
  430. /*! \fixme Don't copy data
  431. * The GL calls and the shaders can probably be slightly altered
  432. * to avoid copying all the vertices, uvs and colors again here.
  433. */
  434. for (int i = 0; i < cmd_lists_count; i++) {
  435. auto& commands = cmd_lists[i]->commands;
  436. auto& buffer = cmd_lists[i]->vtx_buffer;
  437. int offset = 0;
  438. for (int n = 0; n < commands.size(); n++) {
  439. std::vector<glm::vec2> vertices;
  440. std::vector<glm::vec2> uvs;
  441. std::vector<glm::vec4> colors;
  442. for (int v = 0; v < commands[n].vtx_count; v++) {
  443. vertices.push_back(glm::vec2(buffer[offset + v].pos.x, buffer[offset + v].pos.y));
  444. uvs.push_back(glm::vec2(buffer[offset + v].uv.x, buffer[offset + v].uv.y));
  445. float r, g, b, a;
  446. a = ((buffer[offset + v].col & 0xFF000000) >> 24) / 255.0f;
  447. b = ((buffer[offset + v].col & 0x00FF0000) >> 16) / 255.0f;
  448. g = ((buffer[offset + v].col & 0x0000FF00) >> 8) / 255.0f;
  449. r = (buffer[offset + v].col & 0x000000FF) / 255.0f;
  450. colors.push_back(glm::vec4(r, g, b, a));
  451. }
  452. offset += commands[n].vtx_count;
  453. vert.bufferData(vertices);
  454. uv.bufferData(uvs);
  455. col.bufferData(colors);
  456. auto bm = static_cast<BufferManager*>(commands[n].texture_id);
  457. assert(bm != nullptr);
  458. imguiShader.loadUniform(1, bm->getTextureID(), bm->getTextureStorage());
  459. glScissor(commands[n].clip_rect.x,
  460. Window::getSize().y - commands[n].clip_rect.w,
  461. commands[n].clip_rect.z - commands[n].clip_rect.x,
  462. commands[n].clip_rect.w - commands[n].clip_rect.y);
  463. glDrawArrays(GL_TRIANGLES, 0, vertices.size());
  464. }
  465. }
  466. vert.unbind(0);
  467. uv.unbind(1);
  468. col.unbind(2);
  469. Shader::set2DState(false);
  470. glDisable(GL_SCISSOR_TEST);
  471. }
  472. // --------------------------------------
  473. // *INDENT-OFF*
  474. const char* UI::imguiShaderVertex = R"!?!(
  475. #version 330 core
  476. layout(location = 0) in vec2 vertexPosition_screen;
  477. layout(location = 1) in vec2 vertexUV;
  478. layout(location = 2) in vec4 vertexColor;
  479. out vec2 UV;
  480. out vec4 FragColor;
  481. uniform vec2 screen;
  482. void main() {
  483. vec2 halfScreen = screen / 2;
  484. vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
  485. gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
  486. UV = vertexUV;
  487. FragColor = vertexColor;
  488. }
  489. )!?!";
  490. const char* UI::imguiShaderFragment = R"!?!(
  491. #version 330 core
  492. in vec2 UV;
  493. in vec4 FragColor;
  494. out vec4 color;
  495. uniform sampler2D textureSampler;
  496. void main() {
  497. color = texture(textureSampler, UV) * FragColor;
  498. }
  499. )!?!";
  500. // --------------------------------------
  501. // *INDENT-ON*