Open Source Tomb Raider Engine
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  1. /*!
  2. * \file src/UI.cpp
  3. * \brief UI interface manager
  4. *
  5. * \author xythobuz
  6. */
  7. #include <algorithm>
  8. #include <cstring>
  9. #include "imgui/imgui.h"
  10. #include "stb/stb_image.h"
  11. #include "global.h"
  12. #include "Camera.h"
  13. #include "Console.h"
  14. #include "Game.h"
  15. #include "Log.h"
  16. #include "Menu.h"
  17. #include "Render.h"
  18. #include "RunTime.h"
  19. #include "SoundManager.h"
  20. #include "TextureManager.h"
  21. #include "World.h"
  22. #include "commands/Command.h"
  23. #include "system/Sound.h"
  24. #include "system/Window.h"
  25. #include "utils/time.h"
  26. #include "UI.h"
  27. Shader UI::imguiShader;
  28. bool UI::visible = false;
  29. unsigned int UI::fontTex;
  30. std::string UI::iniFilename;
  31. std::string UI::logFilename;
  32. bool UI::metaKeyIsActive = false;
  33. std::list<std::tuple<KeyboardButton, bool>> UI::keyboardEvents;
  34. std::list<std::tuple<unsigned int, unsigned int, KeyboardButton, bool>> UI::clickEvents;
  35. std::list<std::tuple<int, int, int, int>> UI::motionEvents;
  36. std::list<std::tuple<int, int>> UI::scrollEvents;
  37. void UI::setSize(glm::i32vec2 s) {
  38. ImGuiIO& io = ImGui::GetIO();
  39. io.DisplaySize = ImVec2(s.x, s.y);
  40. }
  41. int UI::initialize() {
  42. if (imguiShader.compile(imguiShaderVertex, imguiShaderFragment) < 0)
  43. return -1;
  44. if (imguiShader.addUniform("screen") < 0)
  45. return -2;
  46. if (imguiShader.addUniform("textureSampler") < 0)
  47. return -3;
  48. iniFilename = RunTime::getBaseDir() + "/imgui.ini";
  49. logFilename = RunTime::getBaseDir() + "/imgui_log.txt";
  50. ImGuiIO& io = ImGui::GetIO();
  51. io.DisplaySize = ImVec2(Window::getSize().x, Window::getSize().y);
  52. io.DeltaTime = 1.0f / 60.0f;
  53. io.IniFilename = iniFilename.c_str();
  54. io.LogFilename = logFilename.c_str();
  55. io.KeyMap[ImGuiKey_Tab] = tabKey;
  56. io.KeyMap[ImGuiKey_LeftArrow] = leftKey;
  57. io.KeyMap[ImGuiKey_RightArrow] = rightKey;
  58. io.KeyMap[ImGuiKey_UpArrow] = upKey;
  59. io.KeyMap[ImGuiKey_DownArrow] = downKey;
  60. io.KeyMap[ImGuiKey_Home] = homeKey;
  61. io.KeyMap[ImGuiKey_End] = endKey;
  62. io.KeyMap[ImGuiKey_Delete] = delKey;
  63. io.KeyMap[ImGuiKey_Backspace] = backspaceKey;
  64. io.KeyMap[ImGuiKey_Enter] = enterKey;
  65. io.KeyMap[ImGuiKey_Escape] = escapeKey;
  66. io.KeyMap[ImGuiKey_A] = aKey;
  67. io.KeyMap[ImGuiKey_C] = cKey;
  68. io.KeyMap[ImGuiKey_V] = vKey;
  69. io.KeyMap[ImGuiKey_X] = xKey;
  70. io.KeyMap[ImGuiKey_Y] = yKey;
  71. io.KeyMap[ImGuiKey_Z] = zKey;
  72. io.RenderDrawListsFn = UI::renderImGui;
  73. // Load font texture
  74. //! \todo Use our own font subsystem instead of this?
  75. const void* png_data;
  76. unsigned int png_size;
  77. ImGui::GetDefaultFontData(nullptr, nullptr, &png_data, &png_size);
  78. int tex_x, tex_y, tex_comp;
  79. void* tex_data = stbi_load_from_memory((const unsigned char*)png_data,
  80. (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
  81. fontTex = TextureManager::loadBufferSlot((unsigned char*)tex_data,
  82. tex_x, tex_y, ColorMode::RGBA, 32,
  83. TextureStorage::SYSTEM, -1, false);
  84. stbi_image_free(tex_data);
  85. return 0;
  86. }
  87. void UI::eventsFinished() {
  88. ImGuiIO& io = ImGui::GetIO();
  89. io.DisplaySize = ImVec2(Window::getSize().x, Window::getSize().y);
  90. static unsigned long lastTime = 0;
  91. io.DeltaTime = ((float)(systemTimerGet() - lastTime)) / 1000.0f;
  92. lastTime = systemTimerGet();
  93. if (io.DeltaTime <= 0.0f)
  94. io.DeltaTime = 1.0f / 60.0f;
  95. ImGui::NewFrame();
  96. if (!(visible || Console::isVisible())) {
  97. while (!clickEvents.empty()) {
  98. auto i = clickEvents.front();
  99. if (getMenu().isVisible()) {
  100. getMenu().handleMouseClick(std::get<0>(i), std::get<1>(i),
  101. std::get<2>(i), std::get<3>(i));
  102. }
  103. clickEvents.pop_front();
  104. }
  105. while (!motionEvents.empty()) {
  106. auto i = motionEvents.front();
  107. if (!getMenu().isVisible()) {
  108. getGame().handleMouseMotion(std::get<0>(i), std::get<1>(i),
  109. std::get<2>(i), std::get<3>(i));
  110. }
  111. motionEvents.pop_front();
  112. }
  113. while (!scrollEvents.empty()) {
  114. auto i = scrollEvents.front();
  115. if (getMenu().isVisible()) {
  116. getMenu().handleMouseScroll(std::get<0>(i), std::get<1>(i));
  117. }
  118. scrollEvents.pop_front();
  119. }
  120. }
  121. while (!keyboardEvents.empty()) {
  122. auto i = keyboardEvents.front();
  123. if (!(visible || Console::isVisible())) {
  124. if (getMenu().isVisible()) {
  125. getMenu().handleKeyboard(std::get<0>(i), std::get<1>(i));
  126. } else {
  127. for (int n = forwardAction; n < ActionEventCount; n++) {
  128. if (RunTime::getKeyBinding((ActionEvents)n) == std::get<0>(i))
  129. getGame().handleAction((ActionEvents)n, !std::get<1>(i));
  130. }
  131. }
  132. }
  133. if (std::get<1>(i)) {
  134. if (!(visible || Console::isVisible())) {
  135. if (RunTime::getKeyBinding(menuAction) == std::get<0>(i)) {
  136. getMenu().setVisible(!getMenu().isVisible());
  137. }
  138. }
  139. if ((!io.WantCaptureKeyboard) || (!(visible || Console::isVisible()))) {
  140. if (!metaKeyIsActive) {
  141. if (RunTime::getKeyBinding(debugAction) == std::get<0>(i)) {
  142. visible = !visible;
  143. }
  144. if (RunTime::getKeyBinding(consoleAction) == std::get<0>(i)) {
  145. Console::setVisible(!Console::isVisible());
  146. }
  147. }
  148. }
  149. }
  150. keyboardEvents.pop_front();
  151. }
  152. bool clicked = !clickEvents.empty();
  153. clickEvents.clear();
  154. motionEvents.clear();
  155. scrollEvents.clear();
  156. if ((visible || Console::isVisible()) && (
  157. ((!io.WantCaptureKeyboard) && io.KeysDown[escapeKey])
  158. || ((!io.WantCaptureMouse) && clicked)
  159. )) {
  160. visible = false;
  161. Console::setVisible(false);
  162. }
  163. if (Window::getTextInput() != (visible || Console::isVisible()))
  164. Window::setTextInput(visible || Console::isVisible());
  165. bool input = !(visible || Console::isVisible() || getMenu().isVisible());
  166. if (Window::getMousegrab() != input)
  167. Window::setMousegrab(input);
  168. io.MouseWheel = 0;
  169. }
  170. void UI::display() {
  171. Console::display();
  172. if (!visible) {
  173. ImGui::Render();
  174. return;
  175. }
  176. static bool showTestWindow = false;
  177. if (ImGui::Begin("Engine", &visible, ImVec2(400, 400))) {
  178. Render::displayUI();
  179. RunTime::display();
  180. SoundManager::display();
  181. /*
  182. static bool visibleTex = false;
  183. static bool visibleTile = false;
  184. static bool visibleAnim = false;
  185. static bool visibleSprite = false;
  186. if (ImGui::CollapsingHeader("Texture Viewer")) {
  187. static bool game = getGame().isLoaded();
  188. static int index = 0;
  189. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  190. ImGui::SliderInt("##texslide", &index, 0, TextureManager::.numTextures(
  191. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1);
  192. ImGui::PopItemWidth();
  193. ImGui::SameLine();
  194. if (ImGui::Button("+##texplus", ImVec2(0, 0), true)) {
  195. if (index < (TextureManager::numTextures(
  196. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1))
  197. index++;
  198. else
  199. index = 0;
  200. }
  201. ImGui::SameLine();
  202. if (ImGui::Button("-##texminus", ImVec2(0, 0), true)) {
  203. if (index > 0)
  204. index--;
  205. else
  206. index = TextureManager::numTextures(
  207. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1;
  208. }
  209. ImGui::SameLine();
  210. if ((TextureManager::numTextures() > 0)) {
  211. ImGui::Checkbox("Game##texgame", &game);
  212. } else {
  213. game = false;
  214. }
  215. ImGui::SameLine();
  216. if (ImGui::Button("Show##texshow")) {
  217. visibleTex = true;
  218. visibleTile = false;
  219. visibleAnim = false;
  220. visibleSprite = false;
  221. }
  222. ImGui::SameLine();
  223. if (ImGui::Button("Clear##texclear")) {
  224. getRender().debugDisplayTexture();
  225. visibleTex = false;
  226. }
  227. if (visibleTex) {
  228. getRender().debugDisplayTexture(index,
  229. game ? TextureStorage::GAME : TextureStorage::SYSTEM,
  230. ImGui::GetWindowPos().x - ImGui::GetWindowWidth(),
  231. ImGui::GetWindowPos().y,
  232. ImGui::GetWindowWidth(), ImGui::GetWindowWidth());
  233. }
  234. }
  235. if (ImGui::CollapsingHeader("Textile Viewer")) {
  236. if (TextureManager::numTiles() > 0) {
  237. static int index = 0;
  238. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  239. ImGui::SliderInt("##tileslide", &index, 0, TextureManager::numTiles() - 1);
  240. ImGui::PopItemWidth();
  241. ImGui::SameLine();
  242. if (ImGui::Button("+##tileplus", ImVec2(0, 0), true)) {
  243. if (index < (TextureManager::numTiles() - 1))
  244. index++;
  245. else
  246. index = 0;
  247. }
  248. ImGui::SameLine();
  249. if (ImGui::Button("-##tileminus", ImVec2(0, 0), true)) {
  250. if (index > 0)
  251. index--;
  252. else
  253. index = TextureManager::numTiles() - 1;
  254. }
  255. ImGui::SameLine();
  256. if (ImGui::Button("Show##tileshow")) {
  257. visibleTile = true;
  258. visibleTex = false;
  259. visibleAnim = false;
  260. visibleSprite = false;
  261. }
  262. ImGui::SameLine();
  263. if (ImGui::Button("Clear##tileclear")) {
  264. getRender().debugDisplayTextile();
  265. visibleTile = false;
  266. }
  267. if (visibleTile && (index < TextureManager::numTiles())) {
  268. ImGui::Text(TextureManager::.getTile(index).isTriangle() ? "Triangle" : "Rectangle");
  269. }
  270. if (visibleTile) {
  271. getRender().debugDisplayTextile(index,
  272. ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2),
  273. ImGui::GetWindowPos().y,
  274. (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2));
  275. }
  276. } else {
  277. ImGui::Text("Please load a level using the new loader!");
  278. }
  279. }
  280. if (ImGui::CollapsingHeader("Animated Textile Viewer")) {
  281. if (TextureManager::.numAnimatedTiles() > 0) {
  282. static int index = 0;
  283. static int tile = TextureManager::.getFirstTileAnimation(index);
  284. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  285. if (ImGui::SliderInt("##animslide", &index, 0, TextureManager::.numAnimatedTiles() - 1)) {
  286. tile = TextureManager::.getFirstTileAnimation(index);
  287. }
  288. ImGui::PopItemWidth();
  289. ImGui::SameLine();
  290. if (ImGui::Button("+##animplus", ImVec2(0, 0), true)) {
  291. if (index < (TextureManager::.numAnimatedTiles() - 1))
  292. index++;
  293. else
  294. index = 0;
  295. tile = TextureManager::.getFirstTileAnimation(index);
  296. }
  297. ImGui::SameLine();
  298. if (ImGui::Button("-##animminus", ImVec2(0, 0), true)) {
  299. if (index > 0)
  300. index--;
  301. else
  302. index = TextureManager::.numAnimatedTiles() - 1;
  303. tile = TextureManager::.getFirstTileAnimation(index);
  304. }
  305. ImGui::SameLine();
  306. if (ImGui::Button("Show##animshow")) {
  307. visibleAnim = true;
  308. visibleTex = false;
  309. visibleTile = false;
  310. visibleSprite = false;
  311. }
  312. ImGui::SameLine();
  313. if (ImGui::Button("Clear##animclear")) {
  314. getRender().debugDisplayTextile();
  315. visibleAnim = false;
  316. }
  317. if (visibleAnim) {
  318. static int fr = 0;
  319. if (fr > 0) {
  320. fr--;
  321. } else {
  322. getRender().debugDisplayTextile(tile,
  323. ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2),
  324. ImGui::GetWindowPos().y,
  325. (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2));
  326. fr = RunTime::getFPS() / 2;
  327. tile = TextureManager::.getNextTileAnimation(tile);
  328. }
  329. ImGui::Text("Current Tile: %d", tile);
  330. }
  331. } else {
  332. ImGui::Text("Please load a level with animated textures!");
  333. }
  334. }
  335. if (ImGui::CollapsingHeader("Sprite Sequence Viewer")) {
  336. if (getWorld().sizeSprite() <= 0) {
  337. ImGui::Text("Please load a level containing sprites!");
  338. } else {
  339. static int index = 0;
  340. static int sprite = 0;
  341. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  342. if (ImGui::SliderInt("##spriteslide", &index, 0, getWorld().sizeSprite() - 1))
  343. sprite = 0;
  344. ImGui::PopItemWidth();
  345. ImGui::SameLine();
  346. if (ImGui::Button("+##spriteplus", ImVec2(0, 0), true)) {
  347. if (index < (getWorld().sizeSprite() - 1))
  348. index++;
  349. else
  350. index = 0;
  351. sprite = 0;
  352. }
  353. ImGui::SameLine();
  354. if (ImGui::Button("-##spriteminus", ImVec2(0, 0), true)) {
  355. if (index > 0)
  356. index--;
  357. else
  358. index = getWorld().sizeSprite() - 1;
  359. sprite = 0;
  360. }
  361. ImGui::SameLine();
  362. if (ImGui::Button("Show##spriteshow")) {
  363. visibleSprite = true;
  364. visibleTex = false;
  365. visibleTile = false;
  366. visibleAnim = false;
  367. sprite = 0;
  368. }
  369. ImGui::SameLine();
  370. if (ImGui::Button("Clear##spriteclear")) {
  371. getRender().debugDisplaySprite();
  372. visibleSprite = false;
  373. }
  374. if (visibleSprite) {
  375. static int fr = 0;
  376. if (fr > 0) {
  377. fr--;
  378. } else {
  379. getRender().debugDisplaySprite(index, sprite,
  380. ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2),
  381. ImGui::GetWindowPos().y,
  382. (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2));
  383. fr = RunTime::getFPS() / 10;
  384. if (sprite < (getWorld().getSprite(index).size() - 1))
  385. sprite++;
  386. else
  387. sprite = 0;
  388. }
  389. ImGui::Text("Sprite %d/%d", sprite + 1, getWorld().getSprite(index).size());
  390. }
  391. }
  392. }
  393. */
  394. if (ImGui::CollapsingHeader("ImGui/Debug UI Help")) {
  395. //ImGui::TextWrapped("DebugViewer Textures/Textiles/Sprites will be drawn on"
  396. // " the left side and scale with the size of this window!");
  397. //ImGui::Separator();
  398. ImGui::ShowUserGuide();
  399. ImGui::Separator();
  400. if (ImGui::Button("Show/Hide Test Window")) {
  401. showTestWindow = !showTestWindow;
  402. }
  403. }
  404. }
  405. ImGui::End();
  406. if (showTestWindow)
  407. ImGui::ShowTestWindow();
  408. ImGui::Render();
  409. }
  410. void UI::shutdown() {
  411. ImGui::Shutdown();
  412. }
  413. void UI::handleKeyboard(KeyboardButton key, bool pressed) {
  414. ImGuiIO& io = ImGui::GetIO();
  415. io.KeysDown[key] = pressed;
  416. io.KeyCtrl = io.KeysDown[leftctrlKey] | io.KeysDown[rightctrlKey];
  417. io.KeyShift = io.KeysDown[leftshiftKey] | io.KeysDown[rightshiftKey];
  418. keyboardEvents.push_back(std::make_tuple(key, pressed));
  419. if ((key == leftguiKey) || (key == rightguiKey))
  420. metaKeyIsActive = pressed;
  421. }
  422. void UI::handleText(char* text, bool notFinished) {
  423. if (notFinished)
  424. return;
  425. ImGuiIO& io = ImGui::GetIO();
  426. while (*text != '\0') {
  427. io.AddInputCharacter(*text);
  428. text++;
  429. }
  430. }
  431. void UI::handleMouseClick(unsigned int x, unsigned int y, KeyboardButton button, bool released) {
  432. ImGuiIO& io = ImGui::GetIO();
  433. io.MousePos = ImVec2((float)x, (float)y);
  434. if (button == leftmouseKey) {
  435. io.MouseDown[0] = !released;
  436. } else if (button == rightmouseKey) {
  437. io.MouseDown[1] = !released;
  438. } else if (button == middlemouseKey) {
  439. io.MouseDown[2] = !released;
  440. } else if (button == fourthmouseKey) {
  441. io.MouseDown[3] = !released;
  442. } else if (button == fifthmouseKey) {
  443. io.MouseDown[4] = !released;
  444. }
  445. clickEvents.push_back(std::make_tuple(x, y, button, released));
  446. }
  447. void UI::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) {
  448. ImGuiIO& io = ImGui::GetIO();
  449. io.MousePos = ImVec2((float)xabs, (float)yabs);
  450. motionEvents.push_back(std::make_tuple(xrel, yrel, xabs, yabs));
  451. }
  452. void UI::handleMouseScroll(int xrel, int yrel) {
  453. ImGuiIO& io = ImGui::GetIO();
  454. io.MouseWheel += yrel;
  455. scrollEvents.push_back(std::make_tuple(xrel, yrel));
  456. }
  457. void UI::handleControllerAxis(float value, KeyboardButton axis) {
  458. getGame().handleControllerAxis(value, axis);
  459. }
  460. void UI::handleControllerButton(KeyboardButton button, bool released) {
  461. getGame().handleControllerButton(button, released);
  462. }
  463. void UI::renderImGui(ImDrawList** const cmd_lists, int cmd_lists_count) {
  464. if (cmd_lists_count == 0)
  465. return;
  466. static ShaderBuffer vert, uv, col;
  467. glEnable(GL_SCISSOR_TEST);
  468. glDisable(GL_DEPTH_TEST);
  469. imguiShader.use();
  470. imguiShader.loadUniform(0, Window::getSize());
  471. imguiShader.loadUniform(1, fontTex, TextureStorage::SYSTEM);
  472. vert.bindBuffer(0, 2);
  473. uv.bindBuffer(1, 2);
  474. col.bindBuffer(2, 4);
  475. /*! \fixme Don't copy data
  476. * The GL calls and the shaders can probably be slightly altered
  477. * to avoid copying all the vertices, uvs and colors again here.
  478. */
  479. for (int i = 0; i < cmd_lists_count; i++) {
  480. auto& commands = cmd_lists[i]->commands;
  481. auto& buffer = cmd_lists[i]->vtx_buffer;
  482. int offset = 0;
  483. for (int n = 0; n < commands.size(); n++) {
  484. std::vector<glm::vec2> vertices;
  485. std::vector<glm::vec2> uvs;
  486. std::vector<glm::vec4> colors;
  487. for (int v = 0; v < commands[n].vtx_count; v++) {
  488. vertices.push_back(glm::vec2(buffer[offset + v].pos.x, buffer[offset + v].pos.y));
  489. uvs.push_back(glm::vec2(buffer[offset + v].uv.x, buffer[offset + v].uv.y));
  490. float r, g, b, a;
  491. a = ((buffer[offset + v].col & 0xFF000000) >> 24) / 255.0f;
  492. b = ((buffer[offset + v].col & 0x00FF0000) >> 16) / 255.0f;
  493. g = ((buffer[offset + v].col & 0x0000FF00) >> 8) / 255.0f;
  494. r = (buffer[offset + v].col & 0x000000FF) / 255.0f;
  495. colors.push_back(glm::vec4(r, g, b, a));
  496. }
  497. offset += commands[n].vtx_count;
  498. vert.bufferData(vertices);
  499. uv.bufferData(uvs);
  500. col.bufferData(colors);
  501. glScissor(commands[n].clip_rect.x,
  502. Window::getSize().y - commands[n].clip_rect.w,
  503. commands[n].clip_rect.z - commands[n].clip_rect.x,
  504. commands[n].clip_rect.w - commands[n].clip_rect.y);
  505. glDrawArrays(GL_TRIANGLES, 0, vertices.size());
  506. }
  507. }
  508. vert.unbind(0);
  509. uv.unbind(1);
  510. col.unbind(2);
  511. glEnable(GL_DEPTH_TEST);
  512. glDisable(GL_SCISSOR_TEST);
  513. }
  514. // --------------------------------------
  515. // *INDENT-OFF*
  516. const char* UI::imguiShaderVertex = R"!?!(
  517. #version 330 core
  518. layout(location = 0) in vec2 vertexPosition_screen;
  519. layout(location = 1) in vec2 vertexUV;
  520. layout(location = 2) in vec4 vertexColor;
  521. out vec2 UV;
  522. out vec4 FragColor;
  523. uniform vec2 screen;
  524. void main() {
  525. vec2 halfScreen = screen / 2;
  526. vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
  527. gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
  528. UV = vertexUV;
  529. FragColor = vertexColor;
  530. }
  531. )!?!";
  532. const char* UI::imguiShaderFragment = R"!?!(
  533. #version 330 core
  534. in vec2 UV;
  535. in vec4 FragColor;
  536. out vec4 color;
  537. uniform sampler2D textureSampler;
  538. void main() {
  539. color = texture(textureSampler, UV) * FragColor;
  540. }
  541. )!?!";
  542. // --------------------------------------
  543. // *INDENT-ON*