added imgui support, it works
parent
bcba7739c8
commit
82bdbdd758
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@ -11,4 +11,7 @@ image = "0.24.5"
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cgmath = "0.18.0"
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tobj = "2.0.0"
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glow = "0.12.1"
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sdl2 = "0.35.2"
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sdl2 = "0.34.5"
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imgui = "0.10.0"
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imgui-glow-renderer = {path = "./imgui_glow_renderer"}
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imgui-sdl2-support = {path = "./imgui_sdl2_support"}
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@ -0,0 +1,52 @@
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[package]
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name = "imgui-glow-renderer"
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version = "0.10.0"
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edition = "2018"
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description = "glow renderer for the imgui crate"
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homepage = "https://github.com/imgui-rs/imgui-rs"
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repository = "https://github.com/imgui-rs/imgui-rs"
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license = "MIT/Apache-2.0"
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categories = ["gui", "rendering"]
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[dependencies]
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imgui = { version = "0.10.0" }
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glow = "0.12.0"
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memoffset = "0.6.4"
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[dev-dependencies]
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glutin = "0.29.1"
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imgui-winit-support = { version = "0.10.0"}
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image = "0.23"
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[features]
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# Features here are used to opt-out of compiling code that depends on certain
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# OpenGL features. If the features are enabled, the renderer will check that the
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# feature is supported before attempting to use it. Only opt-out of any of these
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# if you are certain you will only target platforms that lack the corresponding
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# feature.
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default = [
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"gl_extensions_support",
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"debug_message_insert_support",
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"bind_vertex_array_support",
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"vertex_offset_support",
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"clip_origin_support",
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"bind_sampler_support",
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"polygon_mode_support",
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"primitive_restart_support",
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]
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# Enable checking for OpenGL extensions
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gl_extensions_support = []
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# Support for `gl.debug_message_insert`
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debug_message_insert_support = []
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# Support for `glBindVertexArray`
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bind_vertex_array_support = []
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# Support for `glDrawElementsBaseVertex`
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vertex_offset_support = []
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# Support for `GL_CLIP_ORIGIN`
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clip_origin_support = []
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# Support for `glBindSampler`
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bind_sampler_support = []
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# Support for `glPolygonMode`
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polygon_mode_support = []
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# Support for `GL_PRIMITIVE_RESTART`
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primitive_restart_support = []
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@ -0,0 +1,202 @@
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Apache License
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Version 2.0, January 2004
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@ -0,0 +1,19 @@
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Copyright (c) 2021 The imgui-rs Developers
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Permission is hereby granted, free of charge, to any person obtaining a copy
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The above copyright notice and this permission notice shall be included in all
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -0,0 +1,115 @@
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//! A basic self-contained example to get you from zero-to-demo-window as fast
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//! as possible.
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use std::time::Instant;
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use glow::HasContext;
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use glutin::{event_loop::EventLoop, WindowedContext};
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use imgui_winit_support::WinitPlatform;
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const TITLE: &str = "Hello, imgui-rs!";
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type Window = WindowedContext<glutin::PossiblyCurrent>;
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fn main() {
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// Common setup for creating a winit window and imgui context, not specifc
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// to this renderer at all except that glutin is used to create the window
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// since it will give us access to a GL context
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let (event_loop, window) = create_window();
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let (mut winit_platform, mut imgui_context) = imgui_init(&window);
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// OpenGL context from glow
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let gl = glow_context(&window);
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// OpenGL renderer from this crate
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let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context)
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.expect("failed to create renderer");
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let mut last_frame = Instant::now();
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// Standard winit event loop
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event_loop.run(move |event, _, control_flow| {
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match event {
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glutin::event::Event::NewEvents(_) => {
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let now = Instant::now();
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imgui_context
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.io_mut()
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.update_delta_time(now.duration_since(last_frame));
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last_frame = now;
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}
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glutin::event::Event::MainEventsCleared => {
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winit_platform
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.prepare_frame(imgui_context.io_mut(), window.window())
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.unwrap();
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window.window().request_redraw();
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}
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glutin::event::Event::RedrawRequested(_) => {
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// The renderer assumes you'll be clearing the buffer yourself
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unsafe { ig_renderer.gl_context().clear(glow::COLOR_BUFFER_BIT) };
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let ui = imgui_context.frame();
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ui.show_demo_window(&mut true);
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winit_platform.prepare_render(ui, window.window());
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let draw_data = imgui_context.render();
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// This is the only extra render step to add
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ig_renderer
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.render(draw_data)
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.expect("error rendering imgui");
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window.swap_buffers().unwrap();
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}
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glutin::event::Event::WindowEvent {
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event: glutin::event::WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = glutin::event_loop::ControlFlow::Exit;
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}
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event => {
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winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
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}
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}
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});
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}
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fn create_window() -> (EventLoop<()>, Window) {
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let event_loop = glutin::event_loop::EventLoop::new();
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let window = glutin::window::WindowBuilder::new()
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.with_title(TITLE)
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.with_inner_size(glutin::dpi::LogicalSize::new(1024, 768));
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let window = glutin::ContextBuilder::new()
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.with_vsync(true)
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.build_windowed(window, &event_loop)
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.expect("could not create window");
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||||
let window = unsafe {
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window
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.make_current()
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.expect("could not make window context current")
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};
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(event_loop, window)
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||||
}
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fn glow_context(window: &Window) -> glow::Context {
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unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) }
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||||
}
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fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) {
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let mut imgui_context = imgui::Context::create();
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imgui_context.set_ini_filename(None);
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let mut winit_platform = WinitPlatform::init(&mut imgui_context);
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winit_platform.attach_window(
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imgui_context.io_mut(),
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window.window(),
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||||
imgui_winit_support::HiDpiMode::Rounded,
|
||||
);
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||||
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imgui_context
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||||
.fonts()
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||||
.add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
|
||||
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||||
imgui_context.io_mut().font_global_scale = (1.0 / winit_platform.hidpi_factor()) as f32;
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||||
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(winit_platform, imgui_context)
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||||
}
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@ -0,0 +1,68 @@
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//! A basic example showing imgui rendering on top of a simple custom scene.
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use std::time::Instant;
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mod utils;
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use utils::Triangler;
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fn main() {
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let (event_loop, window) = utils::create_window("Hello, triangle!", glutin::GlRequest::Latest);
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||||
let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
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let gl = utils::glow_context(&window);
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||||
|
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let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context)
|
||||
.expect("failed to create renderer");
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||||
let tri_renderer = Triangler::new(ig_renderer.gl_context(), "#version 330");
|
||||
|
||||
let mut last_frame = Instant::now();
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||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
glutin::event::Event::NewEvents(_) => {
|
||||
let now = Instant::now();
|
||||
imgui_context
|
||||
.io_mut()
|
||||
.update_delta_time(now.duration_since(last_frame));
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||||
last_frame = now;
|
||||
}
|
||||
glutin::event::Event::MainEventsCleared => {
|
||||
winit_platform
|
||||
.prepare_frame(imgui_context.io_mut(), window.window())
|
||||
.unwrap();
|
||||
|
||||
window.window().request_redraw();
|
||||
}
|
||||
glutin::event::Event::RedrawRequested(_) => {
|
||||
// Render your custom scene, note we need to borrow the OpenGL
|
||||
// context from the `AutoRenderer`, which takes ownership of it.
|
||||
tri_renderer.render(ig_renderer.gl_context());
|
||||
|
||||
let ui = imgui_context.frame();
|
||||
ui.show_demo_window(&mut true);
|
||||
|
||||
winit_platform.prepare_render(ui, window.window());
|
||||
let draw_data = imgui_context.render();
|
||||
|
||||
// Render imgui on top of it
|
||||
ig_renderer
|
||||
.render(draw_data)
|
||||
.expect("error rendering imgui");
|
||||
|
||||
window.swap_buffers().unwrap();
|
||||
}
|
||||
glutin::event::Event::WindowEvent {
|
||||
event: glutin::event::WindowEvent::CloseRequested,
|
||||
..
|
||||
} => {
|
||||
*control_flow = glutin::event_loop::ControlFlow::Exit;
|
||||
}
|
||||
glutin::event::Event::LoopDestroyed => {
|
||||
let gl = ig_renderer.gl_context();
|
||||
tri_renderer.destroy(gl);
|
||||
}
|
||||
event => {
|
||||
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
|
@ -0,0 +1,84 @@
|
|||
//! A basic example showing imgui rendering on top of a simple custom scene
|
||||
//! using OpenGL ES, rather than full-fat OpenGL.
|
||||
//!
|
||||
//! Note this example uses `Renderer` rather than `AutoRenderer` and
|
||||
//! therefore requries more lifetime-management of the OpenGL context.
|
||||
|
||||
use std::time::Instant;
|
||||
|
||||
mod utils;
|
||||
|
||||
use utils::Triangler;
|
||||
|
||||
fn main() {
|
||||
let (event_loop, window) = utils::create_window(
|
||||
"Hello, triangle! (GLES 3.0)",
|
||||
glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (3, 0)),
|
||||
);
|
||||
let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
|
||||
let gl = utils::glow_context(&window);
|
||||
|
||||
// When using `Renderer`, we need to create a texture map
|
||||
let mut texture_map = imgui_glow_renderer::SimpleTextureMap::default();
|
||||
|
||||
// When using `Renderer`, we specify whether or not to output sRGB colors.
|
||||
// Since we're drawing to screen and using OpenGL ES (which doesn't support
|
||||
// `GL_FRAMEBUFFER_SRGB`) then we do need to convert to sRGB in the shader.
|
||||
let mut ig_renderer =
|
||||
imgui_glow_renderer::Renderer::initialize(&gl, &mut imgui_context, &mut texture_map, true)
|
||||
.expect("failed to create renderer");
|
||||
// Note the shader header now needs a precision specifier
|
||||
let tri_renderer = Triangler::new(&gl, "#version 300 es\nprecision mediump float;");
|
||||
|
||||
let mut last_frame = Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
glutin::event::Event::NewEvents(_) => {
|
||||
let now = Instant::now();
|
||||
imgui_context
|
||||
.io_mut()
|
||||
.update_delta_time(now.duration_since(last_frame));
|
||||
last_frame = now;
|
||||
}
|
||||
glutin::event::Event::MainEventsCleared => {
|
||||
winit_platform
|
||||
.prepare_frame(imgui_context.io_mut(), window.window())
|
||||
.unwrap();
|
||||
|
||||
window.window().request_redraw();
|
||||
}
|
||||
glutin::event::Event::RedrawRequested(_) => {
|
||||
// Draw custom scene
|
||||
tri_renderer.render(&gl);
|
||||
|
||||
let ui = imgui_context.frame();
|
||||
ui.show_demo_window(&mut true);
|
||||
|
||||
winit_platform.prepare_render(ui, window.window());
|
||||
let draw_data = imgui_context.render();
|
||||
|
||||
// Render imgui on top
|
||||
ig_renderer
|
||||
.render(&gl, &texture_map, draw_data)
|
||||
.expect("error rendering imgui");
|
||||
|
||||
window.swap_buffers().unwrap();
|
||||
}
|
||||
glutin::event::Event::WindowEvent {
|
||||
event: glutin::event::WindowEvent::CloseRequested,
|
||||
..
|
||||
} => {
|
||||
*control_flow = glutin::event_loop::ControlFlow::Exit;
|
||||
}
|
||||
glutin::event::Event::LoopDestroyed => {
|
||||
tri_renderer.destroy(&gl);
|
||||
// Note, to be good citizens we should manually call destroy
|
||||
// when the renderer does not own the GL context
|
||||
ig_renderer.destroy(&gl);
|
||||
}
|
||||
event => {
|
||||
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
|
@ -0,0 +1,298 @@
|
|||
//! Example showing the same functionality as
|
||||
//! `imgui-examples/examples/custom_textures.rs`
|
||||
//!
|
||||
//! Not that the texture uses the internal format `glow::SRGB`, so that
|
||||
//! OpenGL automatically converts colors to linear space before the shaders.
|
||||
//! The renderer assumes you set this internal format correctly like this.
|
||||
|
||||
use std::{io::Cursor, time::Instant};
|
||||
|
||||
use glow::HasContext;
|
||||
use image::{jpeg::JpegDecoder, ImageDecoder};
|
||||
use imgui::Condition;
|
||||
|
||||
use imgui_glow_renderer::Renderer;
|
||||
|
||||
#[allow(dead_code)]
|
||||
mod utils;
|
||||
|
||||
const LENNA_JPEG: &[u8] = include_bytes!("../../resources/Lenna.jpg");
|
||||
|
||||
fn main() {
|
||||
let (event_loop, window) = utils::create_window("Custom textures", glutin::GlRequest::Latest);
|
||||
let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
|
||||
let gl = utils::glow_context(&window);
|
||||
// This time, we tell OpenGL this is an sRGB framebuffer and OpenGL will
|
||||
// do the conversion to sSGB space for us after the fragment shader.
|
||||
unsafe { gl.enable(glow::FRAMEBUFFER_SRGB) };
|
||||
|
||||
let mut textures = imgui::Textures::<glow::Texture>::default();
|
||||
// Note that `output_srgb` is `false`. This is because we set
|
||||
// `glow::FRAMEBUFFER_SRGB` so we don't have to manually do the conversion
|
||||
// in the shader.
|
||||
let mut ig_renderer = Renderer::initialize(&gl, &mut imgui_context, &mut textures, false)
|
||||
.expect("failed to create renderer");
|
||||
let textures_ui = TexturesUi::new(&gl, &mut textures);
|
||||
|
||||
let mut last_frame = Instant::now();
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
// Note we can potentially make the loop more efficient by
|
||||
// changing the `Poll` (default) value to `ControlFlow::Wait`
|
||||
// but be careful to test on all target platforms!
|
||||
*control_flow = glutin::event_loop::ControlFlow::Poll;
|
||||
|
||||
match event {
|
||||
glutin::event::Event::NewEvents(_) => {
|
||||
let now = Instant::now();
|
||||
imgui_context
|
||||
.io_mut()
|
||||
.update_delta_time(now.duration_since(last_frame));
|
||||
last_frame = now;
|
||||
}
|
||||
glutin::event::Event::MainEventsCleared => {
|
||||
winit_platform
|
||||
.prepare_frame(imgui_context.io_mut(), window.window())
|
||||
.unwrap();
|
||||
|
||||
window.window().request_redraw();
|
||||
}
|
||||
glutin::event::Event::RedrawRequested(_) => {
|
||||
unsafe { gl.clear(glow::COLOR_BUFFER_BIT) };
|
||||
|
||||
let ui = imgui_context.frame();
|
||||
textures_ui.show(ui);
|
||||
|
||||
winit_platform.prepare_render(ui, window.window());
|
||||
let draw_data = imgui_context.render();
|
||||
ig_renderer
|
||||
.render(&gl, &textures, draw_data)
|
||||
.expect("error rendering imgui");
|
||||
|
||||
window.swap_buffers().unwrap();
|
||||
}
|
||||
glutin::event::Event::WindowEvent {
|
||||
event: glutin::event::WindowEvent::CloseRequested,
|
||||
..
|
||||
} => {
|
||||
*control_flow = glutin::event_loop::ControlFlow::Exit;
|
||||
}
|
||||
glutin::event::Event::LoopDestroyed => {
|
||||
ig_renderer.destroy(&gl);
|
||||
}
|
||||
event => {
|
||||
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
struct TexturesUi {
|
||||
generated_texture: imgui::TextureId,
|
||||
lenna: Lenna,
|
||||
}
|
||||
|
||||
impl TexturesUi {
|
||||
fn new(gl: &glow::Context, textures: &mut imgui::Textures<glow::Texture>) -> Self {
|
||||
Self {
|
||||
generated_texture: Self::generate(gl, textures),
|
||||
lenna: Lenna::load(gl, textures),
|
||||
}
|
||||
}
|
||||
|
||||
/// Generate dummy texture
|
||||
fn generate(
|
||||
gl: &glow::Context,
|
||||
textures: &mut imgui::Textures<glow::Texture>,
|
||||
) -> imgui::TextureId {
|
||||
const WIDTH: usize = 100;
|
||||
const HEIGHT: usize = 100;
|
||||
|
||||
let mut data = Vec::with_capacity(WIDTH * HEIGHT);
|
||||
for i in 0..WIDTH {
|
||||
for j in 0..HEIGHT {
|
||||
// Insert RGB values
|
||||
data.push(i as u8);
|
||||
data.push(j as u8);
|
||||
data.push((i + j) as u8);
|
||||
}
|
||||
}
|
||||
|
||||
let gl_texture = unsafe { gl.create_texture() }.expect("unable to create GL texture");
|
||||
|
||||
unsafe {
|
||||
gl.bind_texture(glow::TEXTURE_2D, Some(gl_texture));
|
||||
gl.tex_parameter_i32(
|
||||
glow::TEXTURE_2D,
|
||||
glow::TEXTURE_MIN_FILTER,
|
||||
glow::LINEAR as _,
|
||||
);
|
||||
gl.tex_parameter_i32(
|
||||
glow::TEXTURE_2D,
|
||||
glow::TEXTURE_MAG_FILTER,
|
||||
glow::LINEAR as _,
|
||||
);
|
||||
gl.tex_image_2d(
|
||||
glow::TEXTURE_2D,
|
||||
0,
|
||||
glow::RGB as _, // When generating a texture like this, you're probably working in linear color space
|
||||
WIDTH as _,
|
||||
HEIGHT as _,
|
||||
0,
|
||||
glow::RGB,
|
||||
glow::UNSIGNED_BYTE,
|
||||
Some(&data),
|
||||
)
|
||||
}
|
||||
|
||||
textures.insert(gl_texture)
|
||||
}
|
||||
|
||||
fn show(&self, ui: &imgui::Ui) {
|
||||
ui.window("Hello textures")
|
||||
.size([400.0, 400.0], Condition::FirstUseEver)
|
||||
.build(|| {
|
||||
ui.text("Hello textures!");
|
||||
ui.text("Some generated texture");
|
||||
imgui::Image::new(self.generated_texture, [100.0, 100.0]).build(ui);
|
||||
|
||||
ui.text("Say hello to Lenna.jpg");
|
||||
self.lenna.show(ui);
|
||||
|
||||
// Example of using custom textures on a button
|
||||
ui.text("The Lenna buttons");
|
||||
{
|
||||
ui.invisible_button("Boring Button", [100.0, 100.0]);
|
||||
// See also `imgui::Ui::style_color`
|
||||
let tint_none = [1.0, 1.0, 1.0, 1.0];
|
||||
let tint_green = [0.5, 1.0, 0.5, 1.0];
|
||||
let tint_red = [1.0, 0.5, 0.5, 1.0];
|
||||
|
||||
let tint = match (
|
||||
ui.is_item_hovered(),
|
||||
ui.is_mouse_down(imgui::MouseButton::Left),
|
||||
) {
|
||||
(false, _) => tint_none,
|
||||
(true, false) => tint_green,
|
||||
(true, true) => tint_red,
|
||||
};
|
||||
|
||||
let draw_list = ui.get_window_draw_list();
|
||||
draw_list
|
||||
.add_image(
|
||||
self.lenna.texture_id,
|
||||
ui.item_rect_min(),
|
||||
ui.item_rect_max(),
|
||||
)
|
||||
.col(tint)
|
||||
.build();
|
||||
}
|
||||
|
||||
{
|
||||
ui.same_line();
|
||||
|
||||
// Button using quad positioned image
|
||||
ui.invisible_button("Exciting Button", [100.0, 100.0]);
|
||||
|
||||
// Button bounds
|
||||
let min = ui.item_rect_min();
|
||||
let max = ui.item_rect_max();
|
||||
|
||||
// get corner coordinates
|
||||
let tl = [
|
||||
min[0],
|
||||
min[1] + (ui.frame_count() as f32 / 10.0).cos() * 10.0,
|
||||
];
|
||||
let tr = [
|
||||
max[0],
|
||||
min[1] + (ui.frame_count() as f32 / 10.0).sin() * 10.0,
|
||||
];
|
||||
let bl = [min[0], max[1]];
|
||||
let br = max;
|
||||
|
||||
let draw_list = ui.get_window_draw_list();
|
||||
draw_list
|
||||
.add_image_quad(self.lenna.texture_id, tl, tr, br, bl)
|
||||
.build();
|
||||
}
|
||||
|
||||
// Rounded image
|
||||
{
|
||||
ui.same_line();
|
||||
ui.invisible_button("Smooth Button", [100.0, 100.0]);
|
||||
|
||||
let draw_list = ui.get_window_draw_list();
|
||||
draw_list
|
||||
.add_image_rounded(
|
||||
self.lenna.texture_id,
|
||||
ui.item_rect_min(),
|
||||
ui.item_rect_max(),
|
||||
16.0,
|
||||
)
|
||||
// Tint brighter for visiblity of corners
|
||||
.col([2.0, 0.5, 0.5, 1.0])
|
||||
// Rounding on each corner can be changed separately
|
||||
.round_top_left(ui.frame_count() / 60 % 4 == 0)
|
||||
.round_top_right((ui.frame_count() + 1) / 60 % 4 == 1)
|
||||
.round_bot_right((ui.frame_count() + 3) / 60 % 4 == 2)
|
||||
.round_bot_left((ui.frame_count() + 2) / 60 % 4 == 3)
|
||||
.build();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
struct Lenna {
|
||||
texture_id: imgui::TextureId,
|
||||
size: [f32; 2],
|
||||
}
|
||||
|
||||
impl Lenna {
|
||||
fn load(gl: &glow::Context, textures: &mut imgui::Textures<glow::Texture>) -> Self {
|
||||
let decoder = JpegDecoder::new(Cursor::new(LENNA_JPEG)).expect("could not create decoder");
|
||||
let (width, height) = decoder.dimensions();
|
||||
|
||||
let lenna_image = {
|
||||
let mut bytes = vec![0; decoder.total_bytes() as usize];
|
||||
decoder
|
||||
.read_image(&mut bytes)
|
||||
.expect("unable to decode jpeg");
|
||||
bytes
|
||||
};
|
||||
|
||||
let gl_texture = unsafe { gl.create_texture() }.expect("unable to create GL texture");
|
||||
|
||||
unsafe {
|
||||
gl.bind_texture(glow::TEXTURE_2D, Some(gl_texture));
|
||||
gl.tex_parameter_i32(
|
||||
glow::TEXTURE_2D,
|
||||
glow::TEXTURE_MIN_FILTER,
|
||||
glow::LINEAR as _,
|
||||
);
|
||||
gl.tex_parameter_i32(
|
||||
glow::TEXTURE_2D,
|
||||
glow::TEXTURE_MAG_FILTER,
|
||||
glow::LINEAR as _,
|
||||
);
|
||||
gl.tex_image_2d(
|
||||
glow::TEXTURE_2D,
|
||||
0,
|
||||
glow::SRGB as _, // image file has sRGB encoded colors
|
||||
width as _,
|
||||
height as _,
|
||||
0,
|
||||
glow::RGB,
|
||||
glow::UNSIGNED_BYTE,
|
||||
Some(&lenna_image),
|
||||
)
|
||||
}
|
||||
|
||||
Self {
|
||||
texture_id: textures.insert(gl_texture),
|
||||
size: [width as _, height as _],
|
||||
}
|
||||
}
|
||||
|
||||
fn show(&self, ui: &imgui::Ui) {
|
||||
imgui::Image::new(self.texture_id, self.size).build(ui);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,162 @@
|
|||
use glow::HasContext;
|
||||
use glutin::{event_loop::EventLoop, GlRequest};
|
||||
use imgui_winit_support::WinitPlatform;
|
||||
|
||||
pub type Window = glutin::WindowedContext<glutin::PossiblyCurrent>;
|
||||
|
||||
pub fn create_window(title: &str, gl_request: GlRequest) -> (EventLoop<()>, Window) {
|
||||
let event_loop = glutin::event_loop::EventLoop::new();
|
||||
let window = glutin::window::WindowBuilder::new()
|
||||
.with_title(title)
|
||||
.with_inner_size(glutin::dpi::LogicalSize::new(1024, 768));
|
||||
let window = glutin::ContextBuilder::new()
|
||||
.with_gl(gl_request)
|
||||
.with_vsync(true)
|
||||
.build_windowed(window, &event_loop)
|
||||
.expect("could not create window");
|
||||
let window = unsafe {
|
||||
window
|
||||
.make_current()
|
||||
.expect("could not make window context current")
|
||||
};
|
||||
(event_loop, window)
|
||||
}
|
||||
|
||||
pub fn glow_context(window: &Window) -> glow::Context {
|
||||
unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) }
|
||||
}
|
||||
|
||||
pub fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) {
|
||||
let mut imgui_context = imgui::Context::create();
|
||||
imgui_context.set_ini_filename(None);
|
||||
|
||||
let mut winit_platform = WinitPlatform::init(&mut imgui_context);
|
||||
winit_platform.attach_window(
|
||||
imgui_context.io_mut(),
|
||||
window.window(),
|
||||
imgui_winit_support::HiDpiMode::Rounded,
|
||||
);
|
||||
|
||||
imgui_context
|
||||
.fonts()
|
||||
.add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
|
||||
|
||||
imgui_context.io_mut().font_global_scale = (1.0 / winit_platform.hidpi_factor()) as f32;
|
||||
|
||||
(winit_platform, imgui_context)
|
||||
}
|
||||
|
||||
pub struct Triangler {
|
||||
pub program: <glow::Context as HasContext>::Program,
|
||||
pub vertex_array: <glow::Context as HasContext>::VertexArray,
|
||||
}
|
||||
|
||||
impl Triangler {
|
||||
pub fn new(gl: &glow::Context, shader_header: &str) -> Self {
|
||||
const VERTEX_SHADER_SOURCE: &str = r#"
|
||||
const vec2 verts[3] = vec2[3](
|
||||
vec2(0.5f, 1.0f),
|
||||
vec2(0.0f, 0.0f),
|
||||
vec2(1.0f, 0.0f)
|
||||
);
|
||||
|
||||
out vec2 vert;
|
||||
out vec4 color;
|
||||
|
||||
vec4 srgb_to_linear(vec4 srgb_color) {
|
||||
// Calcuation as documented by OpenGL
|
||||
vec3 srgb = srgb_color.rgb;
|
||||
vec3 selector = ceil(srgb - 0.04045);
|
||||
vec3 less_than_branch = srgb / 12.92;
|
||||
vec3 greater_than_branch = pow((srgb + 0.055) / 1.055, vec3(2.4));
|
||||
return vec4(
|
||||
mix(less_than_branch, greater_than_branch, selector),
|
||||
srgb_color.a
|
||||
);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vert = verts[gl_VertexID];
|
||||
color = srgb_to_linear(vec4(vert, 0.5, 1.0));
|
||||
gl_Position = vec4(vert - 0.5, 0.0, 1.0);
|
||||
}
|
||||
"#;
|
||||
const FRAGMENT_SHADER_SOURCE: &str = r#"
|
||||
in vec2 vert;
|
||||
in vec4 color;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
vec4 linear_to_srgb(vec4 linear_color) {
|
||||
vec3 linear = linear_color.rgb;
|
||||
vec3 selector = ceil(linear - 0.0031308);
|
||||
vec3 less_than_branch = linear * 12.92;
|
||||
vec3 greater_than_branch = pow(linear, vec3(1.0/2.4)) * 1.055 - 0.055;
|
||||
return vec4(
|
||||
mix(less_than_branch, greater_than_branch, selector),
|
||||
linear_color.a
|
||||
);
|
||||
}
|
||||
|
||||
void main() {
|
||||
frag_color = linear_to_srgb(color);
|
||||
}
|
||||
"#;
|
||||
|
||||
let mut shaders = [
|
||||
(glow::VERTEX_SHADER, VERTEX_SHADER_SOURCE, None),
|
||||
(glow::FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE, None),
|
||||
];
|
||||
|
||||
unsafe {
|
||||
let vertex_array = gl
|
||||
.create_vertex_array()
|
||||
.expect("Cannot create vertex array");
|
||||
|
||||
let program = gl.create_program().expect("Cannot create program");
|
||||
|
||||
for (kind, source, handle) in &mut shaders {
|
||||
let shader = gl.create_shader(*kind).expect("Cannot create shader");
|
||||
gl.shader_source(shader, &format!("{}\n{}", shader_header, *source));
|
||||
gl.compile_shader(shader);
|
||||
if !gl.get_shader_compile_status(shader) {
|
||||
panic!("{}", gl.get_shader_info_log(shader));
|
||||
}
|
||||
gl.attach_shader(program, shader);
|
||||
*handle = Some(shader);
|
||||
}
|
||||
|
||||
gl.link_program(program);
|
||||
if !gl.get_program_link_status(program) {
|
||||
panic!("{}", gl.get_program_info_log(program));
|
||||
}
|
||||
|
||||
for &(_, _, shader) in &shaders {
|
||||
gl.detach_shader(program, shader.unwrap());
|
||||
gl.delete_shader(shader.unwrap());
|
||||
}
|
||||
|
||||
Self {
|
||||
program,
|
||||
vertex_array,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(&self, gl: &glow::Context) {
|
||||
unsafe {
|
||||
gl.clear_color(0.05, 0.05, 0.1, 1.0);
|
||||
gl.clear(glow::COLOR_BUFFER_BIT);
|
||||
gl.use_program(Some(self.program));
|
||||
gl.bind_vertex_array(Some(self.vertex_array));
|
||||
gl.draw_arrays(glow::TRIANGLES, 0, 3);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn destroy(&self, gl: &glow::Context) {
|
||||
unsafe {
|
||||
gl.delete_program(self.program);
|
||||
gl.delete_vertex_array(self.vertex_array);
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,188 @@
|
|||
#![allow(clippy::must_use_candidate)]
|
||||
|
||||
#[derive(PartialEq, Clone, Copy)]
|
||||
pub struct GlVersion {
|
||||
pub major: u16,
|
||||
pub minor: u16,
|
||||
pub is_gles: bool,
|
||||
}
|
||||
|
||||
impl GlVersion {
|
||||
pub const fn gl(major: u16, minor: u16) -> Self {
|
||||
Self {
|
||||
major,
|
||||
minor,
|
||||
is_gles: false,
|
||||
}
|
||||
}
|
||||
|
||||
pub const fn gles(major: u16, minor: u16) -> Self {
|
||||
Self {
|
||||
major,
|
||||
minor,
|
||||
is_gles: true,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn read<G: glow::HasContext>(gl: &G) -> Self {
|
||||
Self::parse(&unsafe { gl.get_parameter_string(glow::VERSION) })
|
||||
}
|
||||
|
||||
/// Parse the OpenGL version from the version string queried from the driver
|
||||
/// via the `GL_VERSION` enum.
|
||||
///
|
||||
/// Version strings are documented to be in the form
|
||||
/// `<major>.<minor>[.<release>][ <vendor specific information>]`
|
||||
/// for full-fat OpenGL, and
|
||||
/// `OpenGL ES <major>.<minor>[.<release>][ <vendor specific information>]`
|
||||
/// for OpenGL ES.
|
||||
///
|
||||
/// Examples based on strings found in the wild:
|
||||
/// ```rust
|
||||
/// # use imgui_glow_renderer::versions::GlVersion;
|
||||
/// let version = GlVersion::parse("4.6.0 NVIDIA 465.27");
|
||||
/// assert!(!version.is_gles);
|
||||
/// assert_eq!(version.major, 4);
|
||||
/// assert_eq!(version.minor, 6);
|
||||
/// let version = GlVersion::parse("OpenGL ES 3.2 NVIDIA 465.27");
|
||||
/// assert!(version.is_gles);
|
||||
/// assert_eq!(version.major, 3);
|
||||
/// assert_eq!(version.minor, 2);
|
||||
/// ```
|
||||
pub fn parse(gl_version_string: &str) -> Self {
|
||||
let (version_string, is_gles) = gl_version_string
|
||||
.strip_prefix("OpenGL ES ")
|
||||
.map_or_else(|| (gl_version_string, false), |version| (version, true));
|
||||
|
||||
let mut parts = version_string.split(|c: char| !c.is_numeric());
|
||||
let major = parts.next().unwrap_or("0").parse().unwrap_or(0);
|
||||
let minor = parts.next().unwrap_or("0").parse().unwrap_or(0);
|
||||
|
||||
Self {
|
||||
major,
|
||||
minor,
|
||||
is_gles,
|
||||
}
|
||||
}
|
||||
|
||||
/// Debug messages are provided by `glDebugMessageInsert`, which is only
|
||||
/// present in OpenGL >= 4.3
|
||||
#[cfg(feature = "debug_message_insert_support")]
|
||||
pub fn debug_message_insert_support(self) -> bool {
|
||||
self >= Self::gl(4, 3)
|
||||
}
|
||||
|
||||
/// Vertex array binding is provided by `glBindVertexArray`, which is
|
||||
/// not present in OpenGL (ES) <3.0
|
||||
#[cfg(feature = "bind_vertex_array_support")]
|
||||
pub fn bind_vertex_array_support(self) -> bool {
|
||||
self.major >= 3
|
||||
}
|
||||
|
||||
/// Vertex offset support is provided by `glDrawElementsBaseVertex`, which is
|
||||
/// only present from OpenGL 3.2 and above.
|
||||
#[cfg(feature = "vertex_offset_support")]
|
||||
pub fn vertex_offset_support(self) -> bool {
|
||||
self >= Self::gl(3, 2)
|
||||
}
|
||||
|
||||
/// Vertex arrays (e.g. `glBindVertexArray`) are supported from OpenGL 3.0
|
||||
/// and OpenGL ES 3.0
|
||||
#[cfg(feature = "vertex_array_support")]
|
||||
pub fn vertex_array_support(self) -> bool {
|
||||
self >= Self::gl(3, 0) || self >= Self::gles(3, 0)
|
||||
}
|
||||
|
||||
/// Separate binding of sampler (`glBindSampler`) is supported from OpenGL
|
||||
/// 3.2 or ES 3.0
|
||||
#[cfg(feature = "bind_sampler_support")]
|
||||
pub fn bind_sampler_support(self) -> bool {
|
||||
self >= GlVersion::gl(3, 2) || self >= GlVersion::gles(3, 0)
|
||||
}
|
||||
|
||||
/// Setting the clip origin (`GL_CLIP_ORIGIN`) is suppoted from OpenGL 4.5
|
||||
#[cfg(feature = "clip_origin_support")]
|
||||
pub fn clip_origin_support(self) -> bool {
|
||||
self >= GlVersion::gl(4, 5)
|
||||
}
|
||||
|
||||
#[cfg(feature = "polygon_mode_support")]
|
||||
pub fn polygon_mode_support(self) -> bool {
|
||||
!self.is_gles
|
||||
}
|
||||
|
||||
#[cfg(feature = "primitive_restart_support")]
|
||||
pub fn primitive_restart_support(self) -> bool {
|
||||
self >= GlVersion::gl(3, 1)
|
||||
}
|
||||
}
|
||||
|
||||
impl PartialOrd for GlVersion {
|
||||
fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
|
||||
if self.is_gles == other.is_gles {
|
||||
Some(
|
||||
self.major
|
||||
.cmp(&other.major)
|
||||
.then(self.minor.cmp(&other.minor)),
|
||||
)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct GlslVersion {
|
||||
pub major: u16,
|
||||
pub minor: u16,
|
||||
pub is_gles: bool,
|
||||
}
|
||||
|
||||
impl GlslVersion {
|
||||
pub fn read<G: glow::HasContext>(gl: &G) -> Self {
|
||||
Self::parse(&unsafe { gl.get_parameter_string(glow::SHADING_LANGUAGE_VERSION) })
|
||||
}
|
||||
|
||||
/// Parse the OpenGL version from the version string queried from the driver
|
||||
/// via the `GL_SHADING_LANGUAGE_VERSION` enum.
|
||||
///
|
||||
/// Version strings are documented to be in the form
|
||||
/// `<major>.<minor>[.<release>][ <vendor specific information>]`
|
||||
/// for full-fat OpenGL, and
|
||||
/// `OpenGL ES GLSL ES <major>.<minor>[.<release>][ <vendor specific information>]`
|
||||
/// for OpenGL ES (however, strings omitting that prefix have been observed).
|
||||
///
|
||||
/// Examples based on strings found in the wild:
|
||||
/// ```rust
|
||||
/// # use imgui_glow_renderer::versions::GlslVersion;
|
||||
/// let version = GlslVersion::parse("4.60 NVIDIA");
|
||||
/// assert!(!version.is_gles);
|
||||
/// assert_eq!(version.major, 4);
|
||||
/// assert_eq!(version.minor, 6);
|
||||
/// let version = GlslVersion::parse("OpenGL ES GLSL ES 3.20");
|
||||
/// assert!(version.is_gles);
|
||||
/// assert_eq!(version.major, 3);
|
||||
/// assert_eq!(version.minor, 2);
|
||||
/// ```
|
||||
pub fn parse(gl_shading_language_version: &str) -> Self {
|
||||
let (version_string, is_gles) = gl_shading_language_version
|
||||
.strip_prefix("OpenGL ES GLSL ES ")
|
||||
.map_or_else(
|
||||
|| (gl_shading_language_version, false),
|
||||
|version| (version, true),
|
||||
);
|
||||
|
||||
let mut parts = version_string.split(|c: char| !c.is_numeric());
|
||||
let major = parts.next().unwrap_or("0").parse().unwrap_or(0);
|
||||
let minor = parts.next().unwrap_or("0").parse().unwrap_or(0);
|
||||
|
||||
// The minor version has been observed specified as both a single- or
|
||||
// double-digit version
|
||||
let minor = if minor >= 10 { minor / 10 } else { minor };
|
||||
|
||||
Self {
|
||||
major,
|
||||
minor,
|
||||
is_gles,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,20 @@
|
|||
[package]
|
||||
name = "imgui-sdl2-support"
|
||||
version = "0.10.0"
|
||||
edition = "2018"
|
||||
authors = ["The imgui-rs Developers"]
|
||||
description = "sdl2 support code for the imgui crate"
|
||||
homepage = "https://github.com/imgui-rs/imgui-rs"
|
||||
repository = "https://github.com/imgui-rs/imgui-rs"
|
||||
documentation = "https://docs.rs/imgui-sdl2-support"
|
||||
license = "MIT/Apache-2.0"
|
||||
categories = ["gui"]
|
||||
|
||||
[dependencies]
|
||||
imgui = { version = "0.10.0" }
|
||||
sdl2 = "0.34.5"
|
||||
|
||||
[dev-dependencies]
|
||||
glow = "0.12.0"
|
||||
imgui-glow-renderer = { version = "0.10.0", path = "../imgui-glow-renderer" }
|
||||
sdl2 = { version = "0.34.5", features = ["bundled", "static-link"] }
|
|
@ -0,0 +1,202 @@
|
|||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
Licensor for the purpose of discussing and improving the Work, but
|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
|
||||
publicly display, publicly perform, sublicense, and distribute the
|
||||
Work and such Derivative Works in Source or Object form.
|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
(except as stated in this section) patent license to make, have made,
|
||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
where such license applies only to those patent claims licensable
|
||||
by such Contributor that are necessarily infringed by their
|
||||
Contribution(s) alone or by combination of their Contribution(s)
|
||||
with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a
|
||||
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||
or a Contribution incorporated within the Work constitutes direct
|
||||
or contributory patent infringement, then any patent licenses
|
||||
granted to You under this License for that Work shall terminate
|
||||
as of the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
Work or Derivative Works thereof in any medium, with or without
|
||||
modifications, and in Source or Object form, provided that You
|
||||
meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
Derivative Works a copy of this License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
stating that You changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works
|
||||
that You distribute, all copyright, patent, trademark, and
|
||||
attribution notices from the Source form of the Work,
|
||||
excluding those notices that do not pertain to any part of
|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
documentation, if provided along with the Derivative Works; or,
|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
Work (including but not limited to damages for loss of goodwill,
|
||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
|
||||
has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
or other liability obligations and/or rights consistent with this
|
||||
License. However, in accepting such obligations, You may act only
|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
||||
defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
|
||||
boilerplate notice, with the fields enclosed by brackets "{}"
|
||||
replaced with your own identifying information. (Don't include
|
||||
the brackets!) The text should be enclosed in the appropriate
|
||||
comment syntax for the file format. We also recommend that a
|
||||
file or class name and description of purpose be included on the
|
||||
same "printed page" as the copyright notice for easier
|
||||
identification within third-party archives.
|
||||
|
||||
Copyright 2021 the imgui-rs developers
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
Copyright (c) 2021 The imgui-rs Developers
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
|
@ -0,0 +1,92 @@
|
|||
use glow::HasContext;
|
||||
use imgui::Context;
|
||||
use imgui_glow_renderer::AutoRenderer;
|
||||
use imgui_sdl2_support::SdlPlatform;
|
||||
use sdl2::{
|
||||
event::Event,
|
||||
video::{GLProfile, Window},
|
||||
};
|
||||
|
||||
// Create a new glow context.
|
||||
fn glow_context(window: &Window) -> glow::Context {
|
||||
unsafe {
|
||||
glow::Context::from_loader_function(|s| window.subsystem().gl_get_proc_address(s) as _)
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
/* initialize SDL and its video subsystem */
|
||||
let sdl = sdl2::init().unwrap();
|
||||
let video_subsystem = sdl.video().unwrap();
|
||||
|
||||
/* hint SDL to initialize an OpenGL 3.3 core profile context */
|
||||
let gl_attr = video_subsystem.gl_attr();
|
||||
|
||||
gl_attr.set_context_version(3, 3);
|
||||
gl_attr.set_context_profile(GLProfile::Core);
|
||||
|
||||
/* create a new window, be sure to call opengl method on the builder when using glow! */
|
||||
let window = video_subsystem
|
||||
.window("Hello imgui-rs!", 1280, 720)
|
||||
.allow_highdpi()
|
||||
.opengl()
|
||||
.position_centered()
|
||||
.resizable()
|
||||
.build()
|
||||
.unwrap();
|
||||
|
||||
/* create a new OpenGL context and make it current */
|
||||
let gl_context = window.gl_create_context().unwrap();
|
||||
window.gl_make_current(&gl_context).unwrap();
|
||||
|
||||
/* enable vsync to cap framerate */
|
||||
window.subsystem().gl_set_swap_interval(1).unwrap();
|
||||
|
||||
/* create new glow and imgui contexts */
|
||||
let gl = glow_context(&window);
|
||||
|
||||
/* create context */
|
||||
let mut imgui = Context::create();
|
||||
|
||||
/* disable creation of files on disc */
|
||||
imgui.set_ini_filename(None);
|
||||
imgui.set_log_filename(None);
|
||||
|
||||
/* setup platform and renderer, and fonts to imgui */
|
||||
imgui
|
||||
.fonts()
|
||||
.add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
|
||||
|
||||
/* create platform and renderer */
|
||||
let mut platform = SdlPlatform::init(&mut imgui);
|
||||
let mut renderer = AutoRenderer::initialize(gl, &mut imgui).unwrap();
|
||||
|
||||
/* start main loop */
|
||||
let mut event_pump = sdl.event_pump().unwrap();
|
||||
|
||||
'main: loop {
|
||||
for event in event_pump.poll_iter() {
|
||||
/* pass all events to imgui platfrom */
|
||||
platform.handle_event(&mut imgui, &event);
|
||||
|
||||
if let Event::Quit { .. } = event {
|
||||
break 'main;
|
||||
}
|
||||
}
|
||||
|
||||
/* call prepare_frame before calling imgui.new_frame() */
|
||||
platform.prepare_frame(&mut imgui, &window, &event_pump);
|
||||
|
||||
let ui = imgui.new_frame();
|
||||
/* create imgui UI here */
|
||||
ui.show_demo_window(&mut true);
|
||||
|
||||
/* render */
|
||||
let draw_data = imgui.render();
|
||||
|
||||
unsafe { renderer.gl_context().clear(glow::COLOR_BUFFER_BIT) };
|
||||
renderer.render(draw_data).unwrap();
|
||||
|
||||
window.gl_swap_window();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,388 @@
|
|||
//! This crate provides a SDL 2 based backend platform for imgui-rs.
|
||||
//!
|
||||
//! A backend platform handles window/input device events and manages their
|
||||
//! state.
|
||||
//!
|
||||
//! # Using the library
|
||||
//!
|
||||
//! There are three things you need to do to use this library correctly:
|
||||
//!
|
||||
//! 1. Initialize a `SdlPlatform` instance
|
||||
//! 2. Pass events to the platform (every frame)
|
||||
//! 3. Call frame preparation callback (every frame)
|
||||
//!
|
||||
//! For a complete example, take a look at the imgui-rs' GitHub repository.
|
||||
|
||||
use std::time::Instant;
|
||||
|
||||
use imgui::{BackendFlags, ConfigFlags, Context, Io, MouseCursor};
|
||||
use sdl2::{
|
||||
event::Event,
|
||||
keyboard::{Mod, Scancode},
|
||||
mouse::{Cursor, MouseState, SystemCursor},
|
||||
video::Window,
|
||||
EventPump,
|
||||
};
|
||||
|
||||
/// Handle changes in the key states.
|
||||
fn handle_key(io: &mut Io, key: &Scancode, pressed: bool) {
|
||||
let igkey = match key {
|
||||
Scancode::A => imgui::Key::A,
|
||||
Scancode::B => imgui::Key::B,
|
||||
Scancode::C => imgui::Key::C,
|
||||
Scancode::D => imgui::Key::D,
|
||||
Scancode::E => imgui::Key::E,
|
||||
Scancode::F => imgui::Key::F,
|
||||
Scancode::G => imgui::Key::G,
|
||||
Scancode::H => imgui::Key::H,
|
||||
Scancode::I => imgui::Key::I,
|
||||
Scancode::J => imgui::Key::J,
|
||||
Scancode::K => imgui::Key::K,
|
||||
Scancode::L => imgui::Key::L,
|
||||
Scancode::M => imgui::Key::M,
|
||||
Scancode::N => imgui::Key::N,
|
||||
Scancode::O => imgui::Key::O,
|
||||
Scancode::P => imgui::Key::P,
|
||||
Scancode::Q => imgui::Key::Q,
|
||||
Scancode::R => imgui::Key::R,
|
||||
Scancode::S => imgui::Key::S,
|
||||
Scancode::T => imgui::Key::T,
|
||||
Scancode::U => imgui::Key::U,
|
||||
Scancode::V => imgui::Key::V,
|
||||
Scancode::W => imgui::Key::W,
|
||||
Scancode::X => imgui::Key::X,
|
||||
Scancode::Y => imgui::Key::Y,
|
||||
Scancode::Z => imgui::Key::Z,
|
||||
Scancode::Num1 => imgui::Key::Keypad1,
|
||||
Scancode::Num2 => imgui::Key::Keypad2,
|
||||
Scancode::Num3 => imgui::Key::Keypad3,
|
||||
Scancode::Num4 => imgui::Key::Keypad4,
|
||||
Scancode::Num5 => imgui::Key::Keypad5,
|
||||
Scancode::Num6 => imgui::Key::Keypad6,
|
||||
Scancode::Num7 => imgui::Key::Keypad7,
|
||||
Scancode::Num8 => imgui::Key::Keypad8,
|
||||
Scancode::Num9 => imgui::Key::Keypad9,
|
||||
Scancode::Num0 => imgui::Key::Keypad0,
|
||||
Scancode::Return => imgui::Key::Enter, // TODO: Should this be treated as alias?
|
||||
Scancode::Escape => imgui::Key::Escape,
|
||||
Scancode::Backspace => imgui::Key::Backspace,
|
||||
Scancode::Tab => imgui::Key::Tab,
|
||||
Scancode::Space => imgui::Key::Space,
|
||||
Scancode::Minus => imgui::Key::Minus,
|
||||
Scancode::Equals => imgui::Key::Equal,
|
||||
Scancode::LeftBracket => imgui::Key::LeftBracket,
|
||||
Scancode::RightBracket => imgui::Key::RightBracket,
|
||||
Scancode::Backslash => imgui::Key::Backslash,
|
||||
Scancode::Semicolon => imgui::Key::Semicolon,
|
||||
Scancode::Apostrophe => imgui::Key::Apostrophe,
|
||||
Scancode::Grave => imgui::Key::GraveAccent,
|
||||
Scancode::Comma => imgui::Key::Comma,
|
||||
Scancode::Period => imgui::Key::Period,
|
||||
Scancode::Slash => imgui::Key::Slash,
|
||||
Scancode::CapsLock => imgui::Key::CapsLock,
|
||||
Scancode::F1 => imgui::Key::F1,
|
||||
Scancode::F2 => imgui::Key::F2,
|
||||
Scancode::F3 => imgui::Key::F3,
|
||||
Scancode::F4 => imgui::Key::F4,
|
||||
Scancode::F5 => imgui::Key::F5,
|
||||
Scancode::F6 => imgui::Key::F6,
|
||||
Scancode::F7 => imgui::Key::F7,
|
||||
Scancode::F8 => imgui::Key::F8,
|
||||
Scancode::F9 => imgui::Key::F9,
|
||||
Scancode::F10 => imgui::Key::F10,
|
||||
Scancode::F11 => imgui::Key::F11,
|
||||
Scancode::F12 => imgui::Key::F12,
|
||||
Scancode::PrintScreen => imgui::Key::PrintScreen,
|
||||
Scancode::ScrollLock => imgui::Key::ScrollLock,
|
||||
Scancode::Pause => imgui::Key::Pause,
|
||||
Scancode::Insert => imgui::Key::Insert,
|
||||
Scancode::Home => imgui::Key::Home,
|
||||
Scancode::PageUp => imgui::Key::PageUp,
|
||||
Scancode::Delete => imgui::Key::Delete,
|
||||
Scancode::End => imgui::Key::End,
|
||||
Scancode::PageDown => imgui::Key::PageDown,
|
||||
Scancode::Right => imgui::Key::RightArrow,
|
||||
Scancode::Left => imgui::Key::LeftArrow,
|
||||
Scancode::Down => imgui::Key::DownArrow,
|
||||
Scancode::Up => imgui::Key::UpArrow,
|
||||
Scancode::KpDivide => imgui::Key::KeypadDivide,
|
||||
Scancode::KpMultiply => imgui::Key::KeypadMultiply,
|
||||
Scancode::KpMinus => imgui::Key::KeypadSubtract,
|
||||
Scancode::KpPlus => imgui::Key::KeypadAdd,
|
||||
Scancode::KpEnter => imgui::Key::KeypadEnter,
|
||||
Scancode::Kp1 => imgui::Key::Keypad1,
|
||||
Scancode::Kp2 => imgui::Key::Keypad2,
|
||||
Scancode::Kp3 => imgui::Key::Keypad3,
|
||||
Scancode::Kp4 => imgui::Key::Keypad4,
|
||||
Scancode::Kp5 => imgui::Key::Keypad5,
|
||||
Scancode::Kp6 => imgui::Key::Keypad6,
|
||||
Scancode::Kp7 => imgui::Key::Keypad7,
|
||||
Scancode::Kp8 => imgui::Key::Keypad8,
|
||||
Scancode::Kp9 => imgui::Key::Keypad9,
|
||||
Scancode::Kp0 => imgui::Key::Keypad0,
|
||||
Scancode::KpPeriod => imgui::Key::KeypadDecimal,
|
||||
Scancode::Application => imgui::Key::Menu,
|
||||
Scancode::KpEquals => imgui::Key::KeypadEqual,
|
||||
Scancode::Menu => imgui::Key::Menu,
|
||||
Scancode::LCtrl => imgui::Key::LeftCtrl,
|
||||
Scancode::LShift => imgui::Key::LeftShift,
|
||||
Scancode::LAlt => imgui::Key::LeftAlt,
|
||||
Scancode::LGui => imgui::Key::LeftSuper,
|
||||
Scancode::RCtrl => imgui::Key::RightCtrl,
|
||||
Scancode::RShift => imgui::Key::RightShift,
|
||||
Scancode::RAlt => imgui::Key::RightAlt,
|
||||
Scancode::RGui => imgui::Key::RightSuper,
|
||||
_ => {
|
||||
// Ignore unknown keys
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
io.add_key_event(igkey, pressed);
|
||||
}
|
||||
|
||||
/// Handle changes in the key modifier states.
|
||||
fn handle_key_modifier(io: &mut Io, keymod: &Mod) {
|
||||
io.add_key_event(
|
||||
imgui::Key::ModShift,
|
||||
keymod.intersects(Mod::LSHIFTMOD | Mod::RSHIFTMOD),
|
||||
);
|
||||
io.add_key_event(
|
||||
imgui::Key::ModCtrl,
|
||||
keymod.intersects(Mod::LCTRLMOD | Mod::RCTRLMOD),
|
||||
);
|
||||
io.add_key_event(
|
||||
imgui::Key::ModAlt,
|
||||
keymod.intersects(Mod::LALTMOD | Mod::RALTMOD),
|
||||
);
|
||||
io.add_key_event(
|
||||
imgui::Key::ModSuper,
|
||||
keymod.intersects(Mod::LGUIMOD | Mod::RGUIMOD),
|
||||
);
|
||||
}
|
||||
|
||||
/// Map an imgui::MouseCursor to an equivalent sdl2::mouse::SystemCursor.
|
||||
fn to_sdl_cursor(cursor: MouseCursor) -> SystemCursor {
|
||||
match cursor {
|
||||
MouseCursor::Arrow => SystemCursor::Arrow,
|
||||
MouseCursor::TextInput => SystemCursor::IBeam,
|
||||
MouseCursor::ResizeAll => SystemCursor::SizeAll,
|
||||
MouseCursor::ResizeNS => SystemCursor::SizeNS,
|
||||
MouseCursor::ResizeEW => SystemCursor::SizeWE,
|
||||
MouseCursor::ResizeNESW => SystemCursor::SizeNESW,
|
||||
MouseCursor::ResizeNWSE => SystemCursor::SizeNWSE,
|
||||
MouseCursor::Hand => SystemCursor::Hand,
|
||||
MouseCursor::NotAllowed => SystemCursor::No,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the provided event is associated with the provided window.
|
||||
///
|
||||
/// # Example
|
||||
/// ```rust,no_run
|
||||
/// # let mut event_pump: sdl2::EventPump = unimplemented!();
|
||||
/// # let window: sdl2::video::Window = unimplemented!();
|
||||
/// # let mut imgui = imgui::Context::create();
|
||||
/// # let mut platform = SdlPlatform::init(&mut imgui);
|
||||
/// use imgui_sdl2_support::{SdlPlatform, filter_event};
|
||||
/// // Assuming there are multiple windows, we only want to provide the events
|
||||
/// // of the window where we are rendering to imgui-rs
|
||||
/// for event in event_pump.poll_iter().filter(|event| filter_event(&window, event)) {
|
||||
/// platform.handle_event(&mut imgui, &event);
|
||||
/// }
|
||||
/// ```
|
||||
pub fn filter_event(window: &Window, event: &Event) -> bool {
|
||||
Some(window.id()) == event.get_window_id()
|
||||
}
|
||||
|
||||
/// SDL 2 backend platform state.
|
||||
///
|
||||
/// A backend platform handles window/input device events and manages their
|
||||
/// state.
|
||||
///
|
||||
/// There are three things you need to do to use this library correctly:
|
||||
///
|
||||
/// 1. Initialize a `SdlPlatform` instance
|
||||
/// 2. Pass events to the platform (every frame)
|
||||
/// 3. Call frame preparation callback (every frame)
|
||||
pub struct SdlPlatform {
|
||||
cursor_instance: Option<Cursor>, /* to avoid dropping cursor instances */
|
||||
last_frame: Instant,
|
||||
}
|
||||
|
||||
impl SdlPlatform {
|
||||
/// Initializes a SDL platform instance and configures imgui.
|
||||
///
|
||||
/// This function configures imgui-rs in the following ways:
|
||||
///
|
||||
/// * backend flags are updated
|
||||
/// * keys are configured
|
||||
/// * platform name is set
|
||||
pub fn init(imgui: &mut Context) -> SdlPlatform {
|
||||
let io = imgui.io_mut();
|
||||
|
||||
io.backend_flags.insert(BackendFlags::HAS_MOUSE_CURSORS);
|
||||
io.backend_flags.insert(BackendFlags::HAS_SET_MOUSE_POS);
|
||||
|
||||
imgui.set_platform_name(Some(format!(
|
||||
"imgui-sdl2-support {}",
|
||||
env!("CARGO_PKG_VERSION")
|
||||
)));
|
||||
|
||||
SdlPlatform {
|
||||
cursor_instance: None,
|
||||
last_frame: Instant::now(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles a SDL event.
|
||||
///
|
||||
/// This function performs the following actions (depends on the event):
|
||||
///
|
||||
/// * keyboard state is updated
|
||||
/// * mouse state is updated
|
||||
pub fn handle_event(&mut self, context: &mut Context, event: &Event) -> bool {
|
||||
let io = context.io_mut();
|
||||
|
||||
match *event {
|
||||
Event::MouseWheel { x, y, .. } => {
|
||||
io.add_mouse_wheel_event([x as f32, y as f32]);
|
||||
true
|
||||
}
|
||||
|
||||
Event::MouseButtonDown { mouse_btn, .. } => {
|
||||
self.handle_mouse_button(io, &mouse_btn, true);
|
||||
true
|
||||
}
|
||||
|
||||
Event::MouseButtonUp { mouse_btn, .. } => {
|
||||
self.handle_mouse_button(io, &mouse_btn, false);
|
||||
true
|
||||
}
|
||||
|
||||
Event::TextInput { ref text, .. } => {
|
||||
text.chars().for_each(|c| io.add_input_character(c));
|
||||
true
|
||||
}
|
||||
|
||||
Event::KeyDown {
|
||||
scancode: Some(key),
|
||||
keymod,
|
||||
..
|
||||
} => {
|
||||
handle_key_modifier(io, &keymod);
|
||||
handle_key(io, &key, true);
|
||||
true
|
||||
}
|
||||
|
||||
Event::KeyUp {
|
||||
scancode: Some(key),
|
||||
keymod,
|
||||
..
|
||||
} => {
|
||||
handle_key_modifier(io, &keymod);
|
||||
handle_key(io, &key, false);
|
||||
true
|
||||
}
|
||||
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Frame preparation callback.
|
||||
///
|
||||
/// Call this before calling the imgui-rs context `frame` function.
|
||||
/// This function performs the following actions:
|
||||
///
|
||||
/// * display size and the framebuffer scale is set
|
||||
/// * mouse cursor is repositioned (if requested by imgui-rs)
|
||||
/// * current mouse cursor position is passed to imgui-rs
|
||||
/// * changes mouse cursor icon (if requested by imgui-rs)
|
||||
pub fn prepare_frame(
|
||||
&mut self,
|
||||
context: &mut Context,
|
||||
window: &Window,
|
||||
event_pump: &EventPump,
|
||||
) {
|
||||
let mouse_cursor = context.mouse_cursor();
|
||||
let io = context.io_mut();
|
||||
|
||||
// Update delta time
|
||||
let now = Instant::now();
|
||||
io.update_delta_time(now.duration_since(self.last_frame));
|
||||
self.last_frame = now;
|
||||
|
||||
let mouse_state = MouseState::new(event_pump);
|
||||
let window_size = window.size();
|
||||
let window_drawable_size = window.drawable_size();
|
||||
|
||||
// Set display size and scale here, since SDL 2 doesn't have
|
||||
// any easy way to get the scale factor, and changes in said
|
||||
// scale factor
|
||||
io.display_size = [window_size.0 as f32, window_size.1 as f32];
|
||||
io.display_framebuffer_scale = [
|
||||
(window_drawable_size.0 as f32) / (window_size.0 as f32),
|
||||
(window_drawable_size.1 as f32) / (window_size.1 as f32),
|
||||
];
|
||||
|
||||
// Set mouse position if requested by imgui-rs
|
||||
if io.want_set_mouse_pos {
|
||||
let mouse_util = window.subsystem().sdl().mouse();
|
||||
mouse_util.warp_mouse_in_window(window, io.mouse_pos[0] as i32, io.mouse_pos[1] as i32);
|
||||
}
|
||||
|
||||
// Update mouse cursor position
|
||||
io.mouse_pos = [mouse_state.x() as f32, mouse_state.y() as f32];
|
||||
|
||||
// Update mouse cursor icon if requested
|
||||
if !io
|
||||
.config_flags
|
||||
.contains(ConfigFlags::NO_MOUSE_CURSOR_CHANGE)
|
||||
{
|
||||
let mouse_util = window.subsystem().sdl().mouse();
|
||||
|
||||
match mouse_cursor {
|
||||
Some(mouse_cursor) if !io.mouse_draw_cursor => {
|
||||
let cursor = Cursor::from_system(to_sdl_cursor(mouse_cursor)).unwrap();
|
||||
cursor.set();
|
||||
|
||||
mouse_util.show_cursor(true);
|
||||
self.cursor_instance = Some(cursor);
|
||||
}
|
||||
|
||||
_ => {
|
||||
mouse_util.show_cursor(false);
|
||||
self.cursor_instance = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl SdlPlatform {
|
||||
fn handle_mouse_button(
|
||||
&mut self,
|
||||
io: &mut Io,
|
||||
button: &sdl2::mouse::MouseButton,
|
||||
pressed: bool,
|
||||
) {
|
||||
match button {
|
||||
sdl2::mouse::MouseButton::Left => {
|
||||
io.add_mouse_button_event(imgui::MouseButton::Left, pressed)
|
||||
}
|
||||
sdl2::mouse::MouseButton::Right => {
|
||||
io.add_mouse_button_event(imgui::MouseButton::Right, pressed)
|
||||
}
|
||||
sdl2::mouse::MouseButton::Middle => {
|
||||
io.add_mouse_button_event(imgui::MouseButton::Middle, pressed)
|
||||
}
|
||||
sdl2::mouse::MouseButton::X1 => {
|
||||
io.add_mouse_button_event(imgui::MouseButton::Extra1, pressed)
|
||||
}
|
||||
sdl2::mouse::MouseButton::X2 => {
|
||||
io.add_mouse_button_event(imgui::MouseButton::Extra2, pressed)
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
46
src/main.rs
46
src/main.rs
|
@ -9,18 +9,25 @@ const SCR_HEIGHT: u32 = 900;
|
|||
const TITLE: &str = "GLFWtest";
|
||||
|
||||
|
||||
|
||||
|
||||
use imgui_glow_renderer::AutoRenderer;
|
||||
use imgui_sdl2_support::SdlPlatform;
|
||||
|
||||
use glow::*;
|
||||
use sdl2;
|
||||
use sdl2::pixels::Color;
|
||||
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::event::Event;
|
||||
|
||||
use std::sync::mpsc::Receiver;
|
||||
use std::ptr;
|
||||
use std::mem;
|
||||
use std::os::raw::c_void;
|
||||
use std::path::Path;
|
||||
use std::ffi::{CString, CStr};
|
||||
|
||||
mod shader;
|
||||
mod model;
|
||||
mod camera;
|
||||
|
@ -77,6 +84,23 @@ fn main() {
|
|||
|
||||
};
|
||||
|
||||
|
||||
|
||||
let mut imgui = imgui::Context::create();
|
||||
|
||||
imgui
|
||||
.fonts()
|
||||
.add_font(&[imgui::FontSource::DefaultFontData {config: None}]);
|
||||
|
||||
|
||||
let mut platform = SdlPlatform::init(&mut imgui);
|
||||
let mut renderer = match AutoRenderer::initialize(gl.clone(), &mut imgui)
|
||||
{
|
||||
Ok(ret) => ret,
|
||||
Err(s) => panic!("Failed to initialize Imgui Platform Renderer: {}", s),
|
||||
};
|
||||
|
||||
// NOTE intiialize Camera
|
||||
let mut camera = camera::Camera {
|
||||
Position: Point3::new(0.0, 0.40, 1.0),
|
||||
Pitch: -20.0,
|
||||
|
@ -131,12 +155,32 @@ fn main() {
|
|||
model = model * Matrix4::from_scale(0.2);
|
||||
ourshader.setMat4("model", &model);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
ourModel.Draw(&ourshader);
|
||||
|
||||
platform.prepare_frame(&mut imgui, &window, &events_loop);
|
||||
let ui = imgui.new_frame();
|
||||
|
||||
ui.window("POLY I WILL FUCKING")
|
||||
.size([500.0, 100.0], imgui::Condition::FirstUseEver)
|
||||
.build(|| {
|
||||
ui.text("you serve no purpose in life");
|
||||
ui.text("Your Purpose in life is to suck my dick");
|
||||
|
||||
});
|
||||
|
||||
let draw_data = imgui.render();
|
||||
|
||||
renderer.render(draw_data).unwrap();
|
||||
|
||||
|
||||
|
||||
window.gl_swap_window();
|
||||
for event in events_loop.poll_iter() {
|
||||
|
||||
platform.handle_event(&mut imgui, &event);
|
||||
|
||||
match event {
|
||||
Event::Quit {..} |
|
||||
|
|
Loading…
Reference in New Issue