| @@ -35,7 +35,7 @@ LolImGui::LolImGui() | |||
| m_gamegroup = GAMEGROUP_IMGUI; | |||
| m_drawgroup = DRAWGROUP_IMGUI; | |||
| //Build shader code ------------------------------------------------------- | |||
| // Build shader code ------------------------------------------------------- | |||
| ShaderVar out_vertex = ShaderVar::GetShaderOut(ShaderProgram::Vertex); | |||
| ShaderVar out_pixel = ShaderVar::GetShaderOut(ShaderProgram::Pixel); | |||
| @@ -54,27 +54,29 @@ LolImGui::LolImGui() | |||
| << out_vertex << m_ortho << in_position | |||
| << pass_texcoord << in_texcoord | |||
| << pass_color << in_color; | |||
| imgui_vertex.SetMainCode(std::string() + | |||
| Line(out_vertex + " = .5 *" + m_ortho.tostring() + " * vec4(" + in_position.tostring() + ", -1.0, 1.0);") | |||
| + Line(pass_texcoord + " = " + in_texcoord.tostring() + ";") | |||
| + Line(pass_color + " = " + in_color.tostring() + ";") | |||
| ); | |||
| imgui_vertex.SetMainCode(lol::format( | |||
| "%s = .5 * %s * vec4(%s, -1.0, 1.0);\n" "%s = %s;\n" "%s = %s;\n", | |||
| out_vertex.tostring().c_str(), | |||
| m_ortho.tostring().c_str(), | |||
| in_position.tostring().c_str(), | |||
| pass_texcoord.tostring().c_str(), | |||
| in_texcoord.tostring().c_str(), | |||
| pass_color.tostring().c_str(), | |||
| in_color.tostring().c_str())); | |||
| ShaderBlock imgui_pixel("imgui_pixel"); | |||
| imgui_pixel << m_texture << pass_texcoord << pass_color << out_pixel; | |||
| imgui_pixel.SetMainCode(std::string() + | |||
| Line(std::string() | |||
| + "vec4 col = " + pass_color.tostring() + " * texture2D(" + m_texture.tostring() + ", " + pass_texcoord.tostring() + ");") | |||
| + Line(std::string() | |||
| + "if (col.a == 0.0) discard; ") | |||
| + Line(out_pixel + " = col;") | |||
| ); | |||
| m_builder | |||
| << ShaderProgram::Vertex << imgui_vertex | |||
| << ShaderProgram::Pixel << imgui_pixel; | |||
| //Input Setup ------------------------------------------------------------- | |||
| imgui_pixel.SetMainCode(lol::format( | |||
| "vec4 col = %s * texture2D(%s, %s);\n" "if (col.a == 0.0) discard;\n" "%s = col;\n", | |||
| pass_color.tostring().c_str(), | |||
| m_texture.tostring().c_str(), | |||
| pass_texcoord.tostring().c_str(), | |||
| out_pixel.tostring().c_str())); | |||
| m_builder << ShaderProgram::Vertex << imgui_vertex | |||
| << ShaderProgram::Pixel << imgui_pixel; | |||
| // Input Setup ------------------------------------------------------------- | |||
| InputProfile& ip = m_profile; | |||
| ip.AddBindings<LolImGuiKey, LolImGuiKey::KEY_START, LolImGuiKey::KEY_END>(InputProfileType::Keyboard); | |||
| //for (int i = LolImGuiKey::KEY_START; i < LolImGuiKey::KEY_END; ++i) | |||
| @@ -292,9 +294,7 @@ void PrimitiveLolImGui::Render(Scene& scene, PrimitiveSource* primitive) | |||
| { | |||
| UNUSED(scene, primitive); | |||
| ImGuiIO& io = ImGui::GetIO(); | |||
| if (io.Fonts->TexID) | |||
| ImGui::Render(); | |||
| ImGui::Render(); | |||
| ImGui::EndFrame(); | |||
| } | |||
| @@ -327,7 +327,7 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
| * mat4::scale(vec3::axis_x - vec3::axis_y - vec3::axis_z) | |||
| * mat4::translate(-size.x * .5f * alpha, -size.y * .5f * alpha, 0.f); | |||
| //Create shader | |||
| // Create shader | |||
| if (!m_shader) | |||
| { | |||
| std::string code; | |||
| @@ -351,7 +351,7 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
| VertexUsage::Color)); | |||
| } | |||
| //Do not render without shader | |||
| // Do not render without shader | |||
| if (!m_shader) | |||
| return; | |||
| @@ -361,14 +361,14 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
| rc.SetScissorMode(ScissorMode::Enabled); | |||
| m_shader->Bind(); | |||
| // Register uniforms | |||
| m_shader->SetUniform(m_ortho, ortho); | |||
| for (int n = 0; n < draw_data->CmdListsCount; n++) | |||
| { | |||
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; | |||
| /*const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();*/ | |||
| //Register uniforms | |||
| m_shader->SetUniform(m_ortho, ortho); | |||
| m_shader->SetUniform(m_texture, m_font->GetTexture()->GetTextureUniform(), 0); | |||
| auto const &command_list = *draw_data->CmdLists[n]; | |||
| /*const unsigned char* vtx_buffer = (const unsigned char*)&command_list.VtxBuffer.front();*/ | |||
| struct Vertex | |||
| { | |||
| @@ -376,29 +376,32 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
| u8vec4 color; | |||
| }; | |||
| VertexBuffer* vbo = new VertexBuffer(cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |||
| VertexBuffer* vbo = new VertexBuffer(command_list.VtxBuffer.Size * sizeof(ImDrawVert)); | |||
| ImDrawVert *vert = (ImDrawVert *)vbo->Lock(0, 0); | |||
| memcpy(vert, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |||
| memcpy(vert, command_list.VtxBuffer.Data, command_list.VtxBuffer.Size * sizeof(ImDrawVert)); | |||
| vbo->Unlock(); | |||
| IndexBuffer *ibo = new IndexBuffer(cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
| IndexBuffer *ibo = new IndexBuffer(command_list.IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
| ImDrawIdx *indices = (ImDrawIdx *)ibo->Lock(0, 0); | |||
| memcpy(indices, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
| memcpy(indices, command_list.IdxBuffer.Data, command_list.IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
| ibo->Unlock(); | |||
| m_font->Bind(); | |||
| ibo->Bind(); | |||
| m_vdecl->Bind(); | |||
| m_vdecl->SetStream(vbo, m_attribs[0], m_attribs[1], m_attribs[2]); | |||
| const ImDrawIdx* idx_buffer_offset = 0; | |||
| for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | |||
| for (int cmd_i = 0; cmd_i < command_list.CmdBuffer.Size; cmd_i++) | |||
| { | |||
| const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[(int)cmd_i]; | |||
| Texture* texture = (Texture*)pcmd->TextureId; | |||
| if (texture) texture->Bind(); | |||
| auto const &command = command_list.CmdBuffer[cmd_i]; | |||
| Texture* texture = (Texture*)command.TextureId; | |||
| if (texture) | |||
| { | |||
| texture->Bind(); | |||
| m_shader->SetUniform(m_texture, texture->GetTextureUniform(), 0); | |||
| } | |||
| rc.SetScissorRect(vec4(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w)); | |||
| rc.SetScissorRect(command.ClipRect); | |||
| #ifdef SHOW_IMGUI_DEBUG | |||
| //----------------------------------------------------------------- | |||
| @@ -420,7 +423,7 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
| for (int i = 0; i < 4; ++i) | |||
| Debug::DrawLine(pos[i], pos[(i + 1) % 4], Color::white); | |||
| ImDrawVert* buf = vert; | |||
| for (uint16_t i = 0; i < pcmd->ElemCount; i += 3) | |||
| for (uint16_t i = 0; i < command.ElemCount; i += 3) | |||
| { | |||
| uint16_t ib = indices[idx_buffer_offset_i + i]; | |||
| vec2 pos[3]; | |||
| @@ -435,7 +438,7 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
| Debug::DrawLine((off + vec3(pos[1], 0.f)) / mod, (off + vec3(pos[2], 0.f)) / mod, col[1]); | |||
| Debug::DrawLine((off + vec3(pos[2], 0.f)) / mod, (off + vec3(pos[0], 0.f)) / mod, col[2]); | |||
| } | |||
| idx_buffer_offset_i += pcmd->ElemCount; | |||
| idx_buffer_offset_i += command.ElemCount; | |||
| //----------------------------------------------------------------- | |||
| //<\Debug render> ------------------------------------------------- | |||
| @@ -443,14 +446,13 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
| #endif //SHOW_IMGUI_DEBUG | |||
| //Debug::DrawLine(vec2::zero, vec2::axis_x /*, Color::green*/); | |||
| m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, pcmd->ElemCount, (const short*)idx_buffer_offset); | |||
| m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, command.ElemCount, (const short*)idx_buffer_offset); | |||
| idx_buffer_offset += pcmd->ElemCount; | |||
| idx_buffer_offset += command.ElemCount; | |||
| } | |||
| m_vdecl->Unbind(); | |||
| ibo->Unbind(); | |||
| m_font->Unbind(); | |||
| delete vbo; | |||
| delete ibo; | |||