Open Source Tomb Raider Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633
  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) {
  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) {
  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) {
  135. if (RunTime::getKeyBinding(menuAction) == std::get<0>(i)) {
  136. getMenu().setVisible(!getMenu().isVisible());
  137. }
  138. }
  139. if ((!io.WantCaptureKeyboard) || (!visible)) {
  140. if (RunTime::getKeyBinding(debugAction) == std::get<0>(i)) {
  141. if (!metaKeyIsActive)
  142. visible = !visible;
  143. }
  144. }
  145. }
  146. keyboardEvents.pop_front();
  147. }
  148. bool clicked = !clickEvents.empty();
  149. // Only already empty when !visible
  150. if (visible) {
  151. clickEvents.clear();
  152. motionEvents.clear();
  153. scrollEvents.clear();
  154. }
  155. if (visible && (
  156. ((!io.WantCaptureKeyboard) && io.KeysDown[escapeKey])
  157. || ((!io.WantCaptureMouse) && clicked)
  158. )) {
  159. visible = false;
  160. }
  161. if (Window::getTextInput() != visible)
  162. Window::setTextInput(visible);
  163. bool input = !(visible || getMenu().isVisible());
  164. if (Window::getMousegrab() != input)
  165. Window::setMousegrab(input);
  166. io.MouseWheel = 0;
  167. }
  168. void UI::display() {
  169. if (!visible)
  170. return;
  171. Console::display();
  172. static bool showTestWindow = false;
  173. if (ImGui::Begin("Engine", nullptr, ImVec2(400, 400))) {
  174. Render::displayUI();
  175. RunTime::display();
  176. SoundManager::display();
  177. /*
  178. static bool visibleTex = false;
  179. static bool visibleTile = false;
  180. static bool visibleAnim = false;
  181. static bool visibleSprite = false;
  182. if (ImGui::CollapsingHeader("Texture Viewer")) {
  183. static bool game = getGame().isLoaded();
  184. static int index = 0;
  185. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  186. ImGui::SliderInt("##texslide", &index, 0, TextureManager::.numTextures(
  187. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1);
  188. ImGui::PopItemWidth();
  189. ImGui::SameLine();
  190. if (ImGui::Button("+##texplus", ImVec2(0, 0), true)) {
  191. if (index < (TextureManager::numTextures(
  192. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1))
  193. index++;
  194. else
  195. index = 0;
  196. }
  197. ImGui::SameLine();
  198. if (ImGui::Button("-##texminus", ImVec2(0, 0), true)) {
  199. if (index > 0)
  200. index--;
  201. else
  202. index = TextureManager::numTextures(
  203. game ? TextureStorage::GAME : TextureStorage::SYSTEM) - 1;
  204. }
  205. ImGui::SameLine();
  206. if ((TextureManager::numTextures() > 0)) {
  207. ImGui::Checkbox("Game##texgame", &game);
  208. } else {
  209. game = false;
  210. }
  211. ImGui::SameLine();
  212. if (ImGui::Button("Show##texshow")) {
  213. visibleTex = true;
  214. visibleTile = false;
  215. visibleAnim = false;
  216. visibleSprite = false;
  217. }
  218. ImGui::SameLine();
  219. if (ImGui::Button("Clear##texclear")) {
  220. getRender().debugDisplayTexture();
  221. visibleTex = false;
  222. }
  223. if (visibleTex) {
  224. getRender().debugDisplayTexture(index,
  225. game ? TextureStorage::GAME : TextureStorage::SYSTEM,
  226. ImGui::GetWindowPos().x - ImGui::GetWindowWidth(),
  227. ImGui::GetWindowPos().y,
  228. ImGui::GetWindowWidth(), ImGui::GetWindowWidth());
  229. }
  230. }
  231. if (ImGui::CollapsingHeader("Textile Viewer")) {
  232. if (TextureManager::numTiles() > 0) {
  233. static int index = 0;
  234. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  235. ImGui::SliderInt("##tileslide", &index, 0, TextureManager::numTiles() - 1);
  236. ImGui::PopItemWidth();
  237. ImGui::SameLine();
  238. if (ImGui::Button("+##tileplus", ImVec2(0, 0), true)) {
  239. if (index < (TextureManager::numTiles() - 1))
  240. index++;
  241. else
  242. index = 0;
  243. }
  244. ImGui::SameLine();
  245. if (ImGui::Button("-##tileminus", ImVec2(0, 0), true)) {
  246. if (index > 0)
  247. index--;
  248. else
  249. index = TextureManager::numTiles() - 1;
  250. }
  251. ImGui::SameLine();
  252. if (ImGui::Button("Show##tileshow")) {
  253. visibleTile = true;
  254. visibleTex = false;
  255. visibleAnim = false;
  256. visibleSprite = false;
  257. }
  258. ImGui::SameLine();
  259. if (ImGui::Button("Clear##tileclear")) {
  260. getRender().debugDisplayTextile();
  261. visibleTile = false;
  262. }
  263. if (visibleTile && (index < TextureManager::numTiles())) {
  264. ImGui::Text(TextureManager::.getTile(index).isTriangle() ? "Triangle" : "Rectangle");
  265. }
  266. if (visibleTile) {
  267. getRender().debugDisplayTextile(index,
  268. ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2),
  269. ImGui::GetWindowPos().y,
  270. (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2));
  271. }
  272. } else {
  273. ImGui::Text("Please load a level using the new loader!");
  274. }
  275. }
  276. if (ImGui::CollapsingHeader("Animated Textile Viewer")) {
  277. if (TextureManager::.numAnimatedTiles() > 0) {
  278. static int index = 0;
  279. static int tile = TextureManager::.getFirstTileAnimation(index);
  280. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  281. if (ImGui::SliderInt("##animslide", &index, 0, TextureManager::.numAnimatedTiles() - 1)) {
  282. tile = TextureManager::.getFirstTileAnimation(index);
  283. }
  284. ImGui::PopItemWidth();
  285. ImGui::SameLine();
  286. if (ImGui::Button("+##animplus", ImVec2(0, 0), true)) {
  287. if (index < (TextureManager::.numAnimatedTiles() - 1))
  288. index++;
  289. else
  290. index = 0;
  291. tile = TextureManager::.getFirstTileAnimation(index);
  292. }
  293. ImGui::SameLine();
  294. if (ImGui::Button("-##animminus", ImVec2(0, 0), true)) {
  295. if (index > 0)
  296. index--;
  297. else
  298. index = TextureManager::.numAnimatedTiles() - 1;
  299. tile = TextureManager::.getFirstTileAnimation(index);
  300. }
  301. ImGui::SameLine();
  302. if (ImGui::Button("Show##animshow")) {
  303. visibleAnim = true;
  304. visibleTex = false;
  305. visibleTile = false;
  306. visibleSprite = false;
  307. }
  308. ImGui::SameLine();
  309. if (ImGui::Button("Clear##animclear")) {
  310. getRender().debugDisplayTextile();
  311. visibleAnim = false;
  312. }
  313. if (visibleAnim) {
  314. static int fr = 0;
  315. if (fr > 0) {
  316. fr--;
  317. } else {
  318. getRender().debugDisplayTextile(tile,
  319. ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2),
  320. ImGui::GetWindowPos().y,
  321. (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2));
  322. fr = RunTime::getFPS() / 2;
  323. tile = TextureManager::.getNextTileAnimation(tile);
  324. }
  325. ImGui::Text("Current Tile: %d", tile);
  326. }
  327. } else {
  328. ImGui::Text("Please load a level with animated textures!");
  329. }
  330. }
  331. if (ImGui::CollapsingHeader("Sprite Sequence Viewer")) {
  332. if (getWorld().sizeSprite() <= 0) {
  333. ImGui::Text("Please load a level containing sprites!");
  334. } else {
  335. static int index = 0;
  336. static int sprite = 0;
  337. ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
  338. if (ImGui::SliderInt("##spriteslide", &index, 0, getWorld().sizeSprite() - 1))
  339. sprite = 0;
  340. ImGui::PopItemWidth();
  341. ImGui::SameLine();
  342. if (ImGui::Button("+##spriteplus", ImVec2(0, 0), true)) {
  343. if (index < (getWorld().sizeSprite() - 1))
  344. index++;
  345. else
  346. index = 0;
  347. sprite = 0;
  348. }
  349. ImGui::SameLine();
  350. if (ImGui::Button("-##spriteminus", ImVec2(0, 0), true)) {
  351. if (index > 0)
  352. index--;
  353. else
  354. index = getWorld().sizeSprite() - 1;
  355. sprite = 0;
  356. }
  357. ImGui::SameLine();
  358. if (ImGui::Button("Show##spriteshow")) {
  359. visibleSprite = true;
  360. visibleTex = false;
  361. visibleTile = false;
  362. visibleAnim = false;
  363. sprite = 0;
  364. }
  365. ImGui::SameLine();
  366. if (ImGui::Button("Clear##spriteclear")) {
  367. getRender().debugDisplaySprite();
  368. visibleSprite = false;
  369. }
  370. if (visibleSprite) {
  371. static int fr = 0;
  372. if (fr > 0) {
  373. fr--;
  374. } else {
  375. getRender().debugDisplaySprite(index, sprite,
  376. ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2),
  377. ImGui::GetWindowPos().y,
  378. (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2));
  379. fr = RunTime::getFPS() / 10;
  380. if (sprite < (getWorld().getSprite(index).size() - 1))
  381. sprite++;
  382. else
  383. sprite = 0;
  384. }
  385. ImGui::Text("Sprite %d/%d", sprite + 1, getWorld().getSprite(index).size());
  386. }
  387. }
  388. }
  389. */
  390. if (ImGui::CollapsingHeader("ImGui/Debug UI Help")) {
  391. //ImGui::TextWrapped("DebugViewer Textures/Textiles/Sprites will be drawn on"
  392. // " the left side and scale with the size of this window!");
  393. //ImGui::Separator();
  394. ImGui::ShowUserGuide();
  395. ImGui::Separator();
  396. if (ImGui::Button("Show/Hide Test Window")) {
  397. showTestWindow = !showTestWindow;
  398. }
  399. }
  400. }
  401. ImGui::End();
  402. if (showTestWindow)
  403. ImGui::ShowTestWindow();
  404. ImGui::Render();
  405. }
  406. void UI::shutdown() {
  407. ImGui::Shutdown();
  408. }
  409. void UI::handleKeyboard(KeyboardButton key, bool pressed) {
  410. ImGuiIO& io = ImGui::GetIO();
  411. io.KeysDown[key] = pressed;
  412. io.KeyCtrl = io.KeysDown[leftctrlKey] | io.KeysDown[rightctrlKey];
  413. io.KeyShift = io.KeysDown[leftshiftKey] | io.KeysDown[rightshiftKey];
  414. keyboardEvents.push_back(std::make_tuple(key, pressed));
  415. if ((key == leftguiKey) || (key == rightguiKey))
  416. metaKeyIsActive = pressed;
  417. }
  418. void UI::handleText(char* text, bool notFinished) {
  419. if (notFinished)
  420. return;
  421. ImGuiIO& io = ImGui::GetIO();
  422. while (*text != '\0') {
  423. io.AddInputCharacter(*text);
  424. text++;
  425. }
  426. }
  427. void UI::handleMouseClick(unsigned int x, unsigned int y, KeyboardButton button, bool released) {
  428. ImGuiIO& io = ImGui::GetIO();
  429. io.MousePos = ImVec2((float)x, (float)y);
  430. if (button == leftmouseKey) {
  431. io.MouseDown[0] = !released;
  432. } else if (button == rightmouseKey) {
  433. io.MouseDown[1] = !released;
  434. } else if (button == middlemouseKey) {
  435. io.MouseDown[2] = !released;
  436. } else if (button == fourthmouseKey) {
  437. io.MouseDown[3] = !released;
  438. } else if (button == fifthmouseKey) {
  439. io.MouseDown[4] = !released;
  440. }
  441. clickEvents.push_back(std::make_tuple(x, y, button, released));
  442. }
  443. void UI::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) {
  444. ImGuiIO& io = ImGui::GetIO();
  445. io.MousePos = ImVec2((float)xabs, (float)yabs);
  446. motionEvents.push_back(std::make_tuple(xrel, yrel, xabs, yabs));
  447. }
  448. void UI::handleMouseScroll(int xrel, int yrel) {
  449. ImGuiIO& io = ImGui::GetIO();
  450. io.MouseWheel += yrel;
  451. scrollEvents.push_back(std::make_tuple(xrel, yrel));
  452. }
  453. void UI::handleControllerAxis(float value, KeyboardButton axis) {
  454. getGame().handleControllerAxis(value, axis);
  455. }
  456. void UI::handleControllerButton(KeyboardButton button, bool released) {
  457. getGame().handleControllerButton(button, released);
  458. }
  459. void UI::setVisible(bool v) {
  460. visible = v;
  461. }
  462. bool UI::isVisible() {
  463. return visible;
  464. }
  465. void UI::renderImGui(ImDrawList** const cmd_lists, int cmd_lists_count) {
  466. if (cmd_lists_count == 0)
  467. return;
  468. static ShaderBuffer vert, uv, col;
  469. glEnable(GL_SCISSOR_TEST);
  470. glDisable(GL_DEPTH_TEST);
  471. imguiShader.use();
  472. imguiShader.loadUniform(0, Window::getSize());
  473. imguiShader.loadUniform(1, fontTex, TextureStorage::SYSTEM);
  474. vert.bindBuffer(0, 2);
  475. uv.bindBuffer(1, 2);
  476. col.bindBuffer(2, 4);
  477. /*! \fixme Don't copy data
  478. * The GL calls and the shaders can probably be slightly altered
  479. * to avoid copying all the vertices, uvs and colors again here.
  480. */
  481. for (int i = 0; i < cmd_lists_count; i++) {
  482. auto& commands = cmd_lists[i]->commands;
  483. auto& buffer = cmd_lists[i]->vtx_buffer;
  484. int offset = 0;
  485. for (int n = 0; n < commands.size(); n++) {
  486. std::vector<glm::vec2> vertices;
  487. std::vector<glm::vec2> uvs;
  488. std::vector<glm::vec4> colors;
  489. for (int v = 0; v < commands[n].vtx_count; v++) {
  490. vertices.push_back(glm::vec2(buffer[offset + v].pos.x, buffer[offset + v].pos.y));
  491. uvs.push_back(glm::vec2(buffer[offset + v].uv.x, buffer[offset + v].uv.y));
  492. float r, g, b, a;
  493. a = ((buffer[offset + v].col & 0xFF000000) >> 24) / 255.0f;
  494. b = ((buffer[offset + v].col & 0x00FF0000) >> 16) / 255.0f;
  495. g = ((buffer[offset + v].col & 0x0000FF00) >> 8) / 255.0f;
  496. r = (buffer[offset + v].col & 0x000000FF) / 255.0f;
  497. colors.push_back(glm::vec4(r, g, b, a));
  498. }
  499. offset += commands[n].vtx_count;
  500. vert.bufferData(vertices);
  501. uv.bufferData(uvs);
  502. col.bufferData(colors);
  503. glScissor(commands[n].clip_rect.x,
  504. Window::getSize().y - commands[n].clip_rect.w,
  505. commands[n].clip_rect.z - commands[n].clip_rect.x,
  506. commands[n].clip_rect.w - commands[n].clip_rect.y);
  507. glDrawArrays(GL_TRIANGLES, 0, vertices.size());
  508. }
  509. }
  510. vert.unbind(0);
  511. uv.unbind(1);
  512. col.unbind(2);
  513. glEnable(GL_DEPTH_TEST);
  514. glDisable(GL_SCISSOR_TEST);
  515. }
  516. // --------------------------------------
  517. // *INDENT-OFF*
  518. const char* UI::imguiShaderVertex = R"!?!(
  519. #version 330 core
  520. layout(location = 0) in vec2 vertexPosition_screen;
  521. layout(location = 1) in vec2 vertexUV;
  522. layout(location = 2) in vec4 vertexColor;
  523. out vec2 UV;
  524. out vec4 FragColor;
  525. uniform vec2 screen;
  526. void main() {
  527. vec2 halfScreen = screen / 2;
  528. vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
  529. gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
  530. UV = vertexUV;
  531. FragColor = vertexColor;
  532. }
  533. )!?!";
  534. const char* UI::imguiShaderFragment = R"!?!(
  535. #version 330 core
  536. in vec2 UV;
  537. in vec4 FragColor;
  538. out vec4 color;
  539. uniform sampler2D textureSampler;
  540. void main() {
  541. color = texture(textureSampler, UV) * FragColor;
  542. }
  543. )!?!";
  544. // --------------------------------------
  545. // *INDENT-ON*