// // imGui integration in lolengine // // Copyright © 2009—2015 Benjamin “Touky” Huet // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. You can redistribute it // and/or modify it under the terms of the Do What the Fuck You Want // to Public License, Version 2, as published by the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #include #include "imgui.cpp" #include using namespace lol; #define Line(s) ((s) + "\n") //----------------------------------------------------------------------------- LolImGui::LolImGui() { m_gamegroup = GAMEGROUP_IMGUI; m_drawgroup = DRAWGROUP_IMGUI; //Build shader code ------------------------------------------------------- ShaderVar out_vertex = ShaderVar::GetShaderOut(ShaderProgram::Vertex); ShaderVar out_pixel = ShaderVar::GetShaderOut(ShaderProgram::Pixel); ShaderVar pass_texcoord = ShaderVar(ShaderVariable::Varying, ShaderVariableType::Vec2, "texcoord"); ShaderVar pass_color = ShaderVar(ShaderVariable::Varying, ShaderVariableType::Vec4, "color"); ShaderVar in_position = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec2, "position"); ShaderVar in_texcoord = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec2, "texcoord"); ShaderVar in_color = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec4, "color"); m_ortho.m_var = ShaderVar(ShaderVariable::Uniform, ShaderVariableType::Mat4, "ortho"); m_texture.m_var = ShaderVar(ShaderVariable::Uniform, ShaderVariableType::sampler2D, "texture"); ShaderBlock imgui_vertex("imgui_vertex"); imgui_vertex << out_vertex << m_ortho << in_position << pass_texcoord << in_texcoord << pass_color << in_color; imgui_vertex.SetMainCode(String() + Line(out_vertex + " = .5 *" + m_ortho + " * vec4(" + in_position + ", -1.0, 1.0);") + Line(pass_texcoord + " = " + in_texcoord + ";") + Line(pass_color + " = " + in_color + ";") ); ShaderBlock imgui_pixel("imgui_pixel"); imgui_pixel << m_texture << pass_texcoord << pass_color << out_pixel; imgui_pixel.SetMainCode(String() + Line(String() + "vec4 col = " + pass_color + " * texture2D(" + m_texture + ", " + pass_texcoord + ");") + Line(String() + "if (col.a == 0.0) discard; ") + Line(out_pixel + " = col;") ); m_builder << ShaderProgram::Vertex << imgui_vertex << ShaderProgram::Pixel << imgui_pixel; //Input Setup ------------------------------------------------------------- InputProfile& ip = m_profile; ip.AddBindings(InputProfileType::Keyboard); //for (int i = LolImGuiKey::KEY_START; i < LolImGuiKey::KEY_END; ++i) // m_profile << InputProfile::Keyboard(i, LolImGuiKey(i).ToString()); for (int i = LolImGuiKey::MOUSE_KEY_START; i < LolImGuiKey::MOUSE_KEY_END; ++i) m_profile << InputProfile::MouseKey(i, LolImGuiKey(i).ToString()); for (int i = LolImGuiAxis::MOUSE_AXIS_START; i < LolImGuiAxis::MOUSE_AXIS_END; ++i) m_profile << InputProfile::MouseAxis(i, LolImGuiAxis(i).ToString()); Ticker::Ref(m_controller = new Controller("ImGui_Controller")); m_controller->Init(m_profile); //InputDevice::CaptureMouse(true); m_mouse = InputDevice::GetMouse(); m_keyboard = InputDevice::GetKeyboard(); //m_controller->Get //# define KB InputProfile::Keyboard // m_profile // << InputProfile::Keyboard(idx, g_name_key_Left); //# undef KB } LolImGui::~LolImGui() { ImGui::GetIO().Fonts->TexID = nullptr; Ticker::Unref(m_font); m_font = nullptr; Shader::Destroy(m_shader); delete m_vdecl; } //----------------------------------------------------------------------------- LolImGui* g_lolimgui = nullptr; void LolImGui::Init() { Ticker::Ref(g_lolimgui = new LolImGui()); ImGuiIO& io = ImGui::GetIO(); //ImFont* font0 = io.Fonts->AddFontDefault(); // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = LolImGuiKey::Tab; io.KeyMap[ImGuiKey_LeftArrow] = LolImGuiKey::LeftArrow; io.KeyMap[ImGuiKey_RightArrow] = LolImGuiKey::RightArrow; io.KeyMap[ImGuiKey_UpArrow] = LolImGuiKey::UpArrow; io.KeyMap[ImGuiKey_DownArrow] = LolImGuiKey::DownArrow; io.KeyMap[ImGuiKey_Home] = LolImGuiKey::Home; io.KeyMap[ImGuiKey_End] = LolImGuiKey::End; io.KeyMap[ImGuiKey_Delete] = LolImGuiKey::Delete; io.KeyMap[ImGuiKey_Backspace] = LolImGuiKey::Backspace; io.KeyMap[ImGuiKey_Enter] = LolImGuiKey::Enter; io.KeyMap[ImGuiKey_Escape] = LolImGuiKey::Escape; io.KeyMap[ImGuiKey_A] = LolImGuiKey::A; io.KeyMap[ImGuiKey_C] = LolImGuiKey::C; io.KeyMap[ImGuiKey_V] = LolImGuiKey::V; io.KeyMap[ImGuiKey_X] = LolImGuiKey::X; io.KeyMap[ImGuiKey_Y] = LolImGuiKey::Y; io.KeyMap[ImGuiKey_Z] = LolImGuiKey::Z; //Func pointer io.RenderDrawListsFn = LolImGui::RenderDrawLists; io.SetClipboardTextFn = LolImGui::SetClipboard; io.GetClipboardTextFn = LolImGui::GetClipboard; } /* CALLBACKS void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { ImGuiIO& io = ImGui::GetIO(); if (c > 0 && c < 0x10000) io.AddInputCharacter((unsigned short)c); } */ void LolImGui::Shutdown() { Ticker::Unref(g_lolimgui); ImGui::Shutdown(); } //----------------------------------------------------------------------------- static String g_clipboard; void LolImGui::SetClipboard(const char* text) { g_clipboard = text; } const char* LolImGui::GetClipboard() { return g_clipboard.C(); } //----------------------------------------------------------------------------- void LolImGui::TickGame(float seconds) { super::TickGame(seconds); ImGuiIO& io = ImGui::GetIO(); //Init Texture if (!m_font) { // Build texture unsigned char* pixels; ivec2 size; io.Fonts->GetTexDataAsRGBA32(&pixels, &size.x, &size.y); Image* image = new Image(); image->Copy(pixels, size, PixelFormat::RGBA_8); Ticker::Ref(m_font = new TextureImage("", image)); } //Texture has been created if (m_font && m_font->GetTexture()) { io.Fonts->TexID = (void *)(intptr_t)m_font; } // Setup display size (every frame to accommodate for window resizing) vec2 video_size = vec2(0); video_size = vec2(Video::GetSize()); io.DisplaySize = ImVec2(video_size.x, video_size.y); //Setup time step io.DeltaTime = seconds; io.MouseDrawCursor = true; //Update Keyboard io.KeyCtrl = false; io.KeyShift = false; for (int i = LolImGuiKey::KEY_START; i < LolImGuiKey::KEY_END; ++i) { switch (i) { default: io.KeysDown[i] = m_controller->IsKeyPressed(i); break; case LolImGuiKey::LShift: case LolImGuiKey::RShift: io.KeyShift = (io.KeyShift || m_controller->IsKeyPressed(i)); break; case LolImGuiKey::LCtrl: case LolImGuiKey::RCtrl: io.KeyCtrl = (io.KeyCtrl || m_controller->IsKeyPressed(i)); break; } } //Update text input String text = m_keyboard->GetText(); //text.case_change(io.KeyShift); for (int i = 0; i < text.count(); ++i) io.AddInputCharacter(text[i]); //Update mouse if (m_mouse) { vec2 cursor = m_mouse->GetCursor(0); cursor.y = 1.f - cursor.y; cursor *= video_size; io.MousePos = ImVec2(cursor.x, cursor.y); msg::debug("%.2f/%.2f\n", io.MousePos.x, io.MousePos.y); io.MouseWheel = m_controller->GetAxisValue(LolImGuiAxis::Scroll); for (int i = LolImGuiKey::MOUSE_KEY_START; i < LolImGuiKey::MOUSE_KEY_END; ++i) { switch (i) { default: io.MouseDown[i - LolImGuiKey::MOUSE_KEY_START] = m_controller->IsKeyPressed(i); break; case LolImGuiKey::Focus: if (m_controller->IsKeyReleased(i)) { msg::debug("Not focused .....\n"); io.MousePos = ImVec2(-1.f, -1.f); } else msg::debug("Focused !!\n"); break; } } } // Start the frame ImGui::NewFrame(); } //----------------------------------------------------------------------------- void LolImGui::TickDraw(float seconds, Scene &scene) { super::TickDraw(seconds, scene); scene.AddPrimitiveRenderer(this, new PrimitiveLolImGui()); } void PrimitiveLolImGui::Render(Scene& scene, PrimitiveSource* primitive) { ImGuiIO& io = ImGui::GetIO(); if (io.Fonts->TexID) ImGui::Render(); } //// Data //static GLFWwindow* g_Window = NULL; //static double g_Time = 0.0f; //static bool g_MousePressed[3] = { false, false, false }; //static float g_MouseWheel = 0.0f; //static GLuint g_FontTexture = 0; //------------------------------------------------------------------------- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) //------------------------------------------------------------------------- void LolImGui::RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) { g_lolimgui->RenderDrawListsMethod(cmd_lists, cmd_lists_count); } void LolImGui::RenderDrawListsMethod(ImDrawList** const cmd_lists, int cmd_lists_count) { if (cmd_lists_count == 0) return; vec2 size = vec2(Video::GetSize()); float alpha = 1.f; mat4 ortho = mat4::ortho(size.x * alpha, size.y * alpha, -1000.f, 1000.f) * mat4::lookat(vec3::axis_z, vec3::zero, vec3::axis_y) * 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 if (!m_shader) { String code; m_builder.Build(code); m_shader = Shader::Create(m_builder.GetName(), code); ASSERT(m_shader); m_ortho.m_uniform = m_shader->GetUniformLocation(m_ortho.m_var); m_texture.m_uniform = m_shader->GetUniformLocation(m_texture.m_var); m_attribs << m_shader->GetAttribLocation(VertexUsage::Position, 0) << m_shader->GetAttribLocation(VertexUsage::TexCoord, 0) << m_shader->GetAttribLocation(VertexUsage::Color, 0); m_vdecl = new VertexDeclaration( VertexStream( VertexUsage::Position, VertexUsage::TexCoord, VertexUsage::Color)); } //Do not render without shader if (!m_shader) return; RenderContext rc; rc.SetCullMode(CullMode::Disabled); rc.SetDepthFunc(DepthFunc::Disabled); m_shader->Bind(); for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front(); //Register uniforms m_shader->SetUniform(m_ortho, ortho); m_shader->SetUniform(m_texture, m_font->GetTexture()->GetTextureUniform(), 0); int vtx_offset = 0; for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; struct Vertex { vec2 pos, tex; u8vec4 color; }; VertexBuffer* vbo = new VertexBuffer(pcmd->vtx_count * sizeof(Vertex)); Vertex *vert = (Vertex *)vbo->Lock(0, 0); #ifdef SHOW_IMGUI_DEBUG //----------------------------------------------------------------- // -------------------------------------------------- //----------------------------------------------------------------- float mod = -200.f; vec3 off = vec3(vec2(-size.x, -size.y), 0.f); vec3 pos[4] = { (1.f / mod) * (off + vec3(0.f)), (1.f / mod) * (off + size.x * vec3::axis_x), (1.f / mod) * (off + size.x * vec3::axis_x + size.y * vec3::axis_y), (1.f / mod) * (off + size.y * vec3::axis_y) }; for (int i = 0; i < 4; ++i) Debug::DrawLine(pos[i], pos[(i + 1) % 4], Color::white); ImDrawVert* buf = (ImDrawVert*)(vtx_buffer + vtx_offset); for (uint16_t i = 0; i < pcmd->vtx_count; i += 3) { vec2 pos[3]; pos[0] = vec2(buf[i + 0].pos.x, buf[i + 0].pos.y); pos[1] = vec2(buf[i + 1].pos.x, buf[i + 1].pos.y); pos[2] = vec2(buf[i + 2].pos.x, buf[i + 2].pos.y); vec4 col[3]; col[0] = vec4(Color::FromRGBA32(buf[i + 0].col).arg, 1.f); col[1] = vec4(Color::FromRGBA32(buf[i + 1].col).arg, 1.f); col[2] = vec4(Color::FromRGBA32(buf[i + 2].col).arg, 1.f); Debug::DrawLine((off + vec3(pos[0], 0.f)) / mod, (off + vec3(pos[1], 0.f)) / mod, col[0]); 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]); } //----------------------------------------------------------------- //<\Debug render> ------------------------------------------------- //----------------------------------------------------------------- #endif //SHOW_IMGUI_DEBUG memcpy(vert, vtx_buffer + vtx_offset, pcmd->vtx_count * sizeof(Vertex)); vbo->Unlock(); m_font->Bind(); m_vdecl->Bind(); m_vdecl->SetStream(vbo, m_attribs[0], m_attribs[1], m_attribs[2]); m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, pcmd->vtx_count); m_vdecl->Unbind(); m_font->Unbind(); vtx_offset += pcmd->vtx_count * sizeof(Vertex); delete vbo; } } m_shader->Unbind(); }