diff --git a/Cargo.toml b/Cargo.toml index da63741..99d0ff9 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -11,4 +11,7 @@ image = "0.24.5" cgmath = "0.18.0" tobj = "2.0.0" glow = "0.12.1" -sdl2 = "0.35.2" +sdl2 = "0.34.5" +imgui = "0.10.0" +imgui-glow-renderer = {path = "./imgui_glow_renderer"} +imgui-sdl2-support = {path = "./imgui_sdl2_support"} diff --git a/imgui_glow_renderer/Cargo.toml b/imgui_glow_renderer/Cargo.toml new file mode 100644 index 0000000..130789f --- /dev/null +++ b/imgui_glow_renderer/Cargo.toml @@ -0,0 +1,52 @@ +[package] +name = "imgui-glow-renderer" +version = "0.10.0" +edition = "2018" +description = "glow renderer for the imgui crate" +homepage = "https://github.com/imgui-rs/imgui-rs" +repository = "https://github.com/imgui-rs/imgui-rs" +license = "MIT/Apache-2.0" +categories = ["gui", "rendering"] + +[dependencies] +imgui = { version = "0.10.0" } +glow = "0.12.0" +memoffset = "0.6.4" + +[dev-dependencies] +glutin = "0.29.1" +imgui-winit-support = { version = "0.10.0"} +image = "0.23" + +[features] +# Features here are used to opt-out of compiling code that depends on certain +# OpenGL features. If the features are enabled, the renderer will check that the +# feature is supported before attempting to use it. Only opt-out of any of these +# if you are certain you will only target platforms that lack the corresponding +# feature. +default = [ + "gl_extensions_support", + "debug_message_insert_support", + "bind_vertex_array_support", + "vertex_offset_support", + "clip_origin_support", + "bind_sampler_support", + "polygon_mode_support", + "primitive_restart_support", +] +# Enable checking for OpenGL extensions +gl_extensions_support = [] +# Support for `gl.debug_message_insert` +debug_message_insert_support = [] +# Support for `glBindVertexArray` +bind_vertex_array_support = [] +# Support for `glDrawElementsBaseVertex` +vertex_offset_support = [] +# Support for `GL_CLIP_ORIGIN` +clip_origin_support = [] +# Support for `glBindSampler` +bind_sampler_support = [] +# Support for `glPolygonMode` +polygon_mode_support = [] +# Support for `GL_PRIMITIVE_RESTART` +primitive_restart_support = [] diff --git a/imgui_glow_renderer/LICENSE-APACHE b/imgui_glow_renderer/LICENSE-APACHE new file mode 100644 index 0000000..3b7a7f9 --- /dev/null +++ b/imgui_glow_renderer/LICENSE-APACHE @@ -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. 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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. diff --git a/imgui_glow_renderer/examples/glow_01_basic.rs b/imgui_glow_renderer/examples/glow_01_basic.rs new file mode 100644 index 0000000..1a34b01 --- /dev/null +++ b/imgui_glow_renderer/examples/glow_01_basic.rs @@ -0,0 +1,115 @@ +//! A basic self-contained example to get you from zero-to-demo-window as fast +//! as possible. + +use std::time::Instant; + +use glow::HasContext; +use glutin::{event_loop::EventLoop, WindowedContext}; +use imgui_winit_support::WinitPlatform; + +const TITLE: &str = "Hello, imgui-rs!"; + +type Window = WindowedContext; + +fn main() { + // Common setup for creating a winit window and imgui context, not specifc + // to this renderer at all except that glutin is used to create the window + // since it will give us access to a GL context + let (event_loop, window) = create_window(); + let (mut winit_platform, mut imgui_context) = imgui_init(&window); + + // OpenGL context from glow + let gl = glow_context(&window); + + // OpenGL renderer from this crate + let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context) + .expect("failed to create renderer"); + + let mut last_frame = Instant::now(); + + // Standard winit event loop + 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(_) => { + // The renderer assumes you'll be clearing the buffer yourself + unsafe { ig_renderer.gl_context().clear(glow::COLOR_BUFFER_BIT) }; + + let ui = imgui_context.frame(); + ui.show_demo_window(&mut true); + + winit_platform.prepare_render(ui, window.window()); + let draw_data = imgui_context.render(); + + // This is the only extra render step to add + 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; + } + event => { + winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event); + } + } + }); +} + +fn create_window() -> (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_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) +} + +fn glow_context(window: &Window) -> glow::Context { + unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) } +} + +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) +} diff --git a/imgui_glow_renderer/examples/glow_02_triangle.rs b/imgui_glow_renderer/examples/glow_02_triangle.rs new file mode 100644 index 0000000..512b84f --- /dev/null +++ b/imgui_glow_renderer/examples/glow_02_triangle.rs @@ -0,0 +1,68 @@ +//! A basic example showing imgui rendering on top of a simple custom scene. + +use std::time::Instant; + +mod utils; + +use utils::Triangler; + +fn main() { + let (event_loop, window) = utils::create_window("Hello, triangle!", glutin::GlRequest::Latest); + let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); + let gl = utils::glow_context(&window); + + let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context) + .expect("failed to create renderer"); + let tri_renderer = Triangler::new(ig_renderer.gl_context(), "#version 330"); + + 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(_) => { + // 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); + } + } + }); +} diff --git a/imgui_glow_renderer/examples/glow_03_triangle_gles.rs b/imgui_glow_renderer/examples/glow_03_triangle_gles.rs new file mode 100644 index 0000000..a63f1ee --- /dev/null +++ b/imgui_glow_renderer/examples/glow_03_triangle_gles.rs @@ -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); + } + } + }); +} diff --git a/imgui_glow_renderer/examples/glow_04_custom_textures.rs b/imgui_glow_renderer/examples/glow_04_custom_textures.rs new file mode 100644 index 0000000..cf77110 --- /dev/null +++ b/imgui_glow_renderer/examples/glow_04_custom_textures.rs @@ -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::::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) -> 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, + ) -> 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) -> 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); + } +} diff --git a/imgui_glow_renderer/examples/utils/mod.rs b/imgui_glow_renderer/examples/utils/mod.rs new file mode 100644 index 0000000..3f8399d --- /dev/null +++ b/imgui_glow_renderer/examples/utils/mod.rs @@ -0,0 +1,162 @@ +use glow::HasContext; +use glutin::{event_loop::EventLoop, GlRequest}; +use imgui_winit_support::WinitPlatform; + +pub type Window = glutin::WindowedContext; + +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: ::Program, + pub vertex_array: ::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); + } + } +} diff --git a/imgui_glow_renderer/src/lib.rs b/imgui_glow_renderer/src/lib.rs new file mode 100644 index 0000000..e665a32 --- /dev/null +++ b/imgui_glow_renderer/src/lib.rs @@ -0,0 +1,1152 @@ +//! Renderer for [`imgui-rs`][imgui] using the [`glow`] library for OpenGL. +//! +//! This is heavily influenced by the +//! [example from upstream](https://github.com/ocornut/imgui/blob/fe245914114588f272b0924538fdd43f6c127a26/backends/imgui_impl_opengl3.cpp). +//! +//! # Basic usage +//! +//! A few code [examples] are provided in the source. +//! +//! [examples]: https://github.com/imgui-rs/imgui-rs/tree/main/imgui-glow-renderer/examples +//! +//! In short, create either an [`AutoRenderer`] (for basic usage) or [`Renderer`] +//! (for slightly more customizable operation), then call the `render(...)` +//! method with draw data from [`imgui`]. +//! +//! # OpenGL (ES) versions +//! +//! This renderer is expected to work with OpenGL version 3.3 and above, and +//! OpenGL ES version 3.0 or above. This should cover the vast majority of even +//! fairly dated hardware. Please submit an issue for any incompatibilities +//! found with these OpenGL versions, pull requests to extend support to earlier +//! versions are welcomed. +//! +//! # Scope +//! +//! Consider this an example renderer. It is intended to be sufficent for simple +//! applications running imgui-rs as the final rendering step. If your application +//! has more specific needs, it's probably best to write your own renderer, in +//! which case this can be a useful starting point. This renderer is also not +//! foolproof (largely due to the global nature of the OpenGL state). For example, +//! a few "internal" functions are marked `pub` to allow the user more +//! fine-grained control at the cost of allowing potential rendering errors. +//! +//! # sRGB +//! +//! When outputting colors to a screen, colors need to be converted from a +//! linear color space to a non-linear space matching the monitor (e.g. sRGB). +//! When using the [`AutoRenderer`], this library will convert colors to sRGB +//! as a step in the shader. When initialising a [`Renderer`], you can choose +//! whether or not to include this step in the shader or not when calling +//! [`Renderer::initialize`]. +//! +//! This library also assumes that textures have their internal format +//! set appropriately when uploaded to OpenGL. That is, assuming your texture +//! is sRGB (if you don't know, it probably is) the `internal_format` is +//! one of the `SRGB*` values. + +use std::{borrow::Cow, error::Error, fmt::Display, mem::size_of, num::NonZeroU32}; + +use imgui::{internal::RawWrapper, DrawCmd, DrawData, DrawVert}; + +use crate::versions::{GlVersion, GlslVersion}; + +// Re-export glow to make it easier for users to use the correct version. +pub use glow; +use glow::{Context, HasContext}; + +pub mod versions; + +pub type GlBuffer = ::Buffer; +pub type GlTexture = ::Texture; +pub type GlVertexArray = ::VertexArray; +type GlProgram = ::Program; +type GlUniformLocation = ::UniformLocation; + +/// Renderer which owns the OpenGL context and handles textures itself. Also +/// converts all output colors to sRGB for display. Useful for simple applications, +/// but more complicated applications may prefer to use [`Renderer`], or even +/// write their own renderer based on this code. +/// +/// OpenGL context is still available to the rest of the application through +/// the [`gl_context`](Self::gl_context) method. +pub struct AutoRenderer { + gl: std::sync::Arc, + texture_map: SimpleTextureMap, + renderer: Renderer, +} + +impl AutoRenderer { + /// # Errors + /// Any error initialising the OpenGL objects (including shaders) will + /// result in an error. + pub fn initialize( + gl: std::sync::Arc, + imgui_context: &mut imgui::Context, + ) -> Result { + let mut texture_map = SimpleTextureMap::default(); + let renderer = Renderer::initialize(&gl, imgui_context, &mut texture_map, true)?; + Ok(Self { + gl, + texture_map, + renderer, + }) + } + + /// Note: no need to provide a `mut` version of this, as all methods on + /// [`glow::HasContext`] are immutable. + #[inline] + pub fn gl_context(&self) -> &glow::Context { + &self.gl + } + + #[inline] + pub fn texture_map(&self) -> &SimpleTextureMap { + &self.texture_map + } + + #[inline] + pub fn texture_map_mut(&mut self) -> &mut SimpleTextureMap { + &mut self.texture_map + } + + #[inline] + pub fn renderer(&self) -> &Renderer { + &self.renderer + } + + /// # Errors + /// Some OpenGL errors trigger an error (few are explicitly checked, + /// however) + #[inline] + pub fn render(&mut self, draw_data: &DrawData) -> Result<(), RenderError> { + self.renderer.render(&self.gl, &self.texture_map, draw_data) + } +} + +impl Drop for AutoRenderer { + fn drop(&mut self) { + self.renderer.destroy(&self.gl); + } +} + +/// Main renderer. Borrows the OpenGL context and [texture map](TextureMap) +/// when required. +pub struct Renderer { + shaders: Shaders, + state_backup: GlStateBackup, + pub vbo_handle: Option, + pub ebo_handle: Option, + pub font_atlas_texture: Option, + #[cfg(feature = "bind_vertex_array_support")] + pub vertex_array_object: Option, + pub gl_version: GlVersion, + pub has_clip_origin_support: bool, + pub is_destroyed: bool, +} + +impl Renderer { + /// Create the renderer, initialising OpenGL objects and shaders. + /// + /// `output_srgb` controls whether the shader outputs sRGB colors, or linear + /// RGB colors. In short: + /// - If you're outputting to a display and haven't specified the framebuffer + /// is sRGB (e.g. with `gl.enable(glow::FRAMEBUFFER_SRGB)`), then you probably + /// want `output_srgb=true`. + /// - OpenGL ES doesn't support sRGB framebuffers, so you almost always + /// want `output_srgb=true` if you're using OpenGL ES and you're outputting + /// to a display. + /// - If you're outputting to a display with an sRGB framebuffer (e.g. with + /// `gl.enable(glow::FRAMEBUFFER_SRGB)`), then you probably want + /// `output_srgb=false`, as OpenGL will convert to sRGB itself. + /// - If you're not outputting to a display, but instead to some intermediate + /// framebuffer, then you probably want `output_srgb=false` to keep the + /// colors in linear color space, and then convert them to sRGB at some + /// later stage. + /// + /// # Errors + /// Any error initialising the OpenGL objects (including shaders) will + /// result in an error. + pub fn initialize( + gl: &Context, + imgui_context: &mut imgui::Context, + texture_map: &mut T, + output_srgb: bool, + ) -> Result { + #![allow( + clippy::similar_names, + clippy::cast_sign_loss, + clippy::shadow_unrelated + )] + + let gl_version = GlVersion::read(gl); + + #[cfg(feature = "clip_origin_support")] + let has_clip_origin_support = { + let support = gl_version.clip_origin_support(); + + #[cfg(feature = "gl_extensions_support")] + if support { + support + } else { + let extensions_count = unsafe { gl.get_parameter_i32(glow::NUM_EXTENSIONS) } as u32; + (0..extensions_count).any(|index| { + let extension_name = + unsafe { gl.get_parameter_indexed_string(glow::EXTENSIONS, index) }; + extension_name == "GL_ARB_clip_control" + }) + } + #[cfg(not(feature = "gl_extensions_support"))] + support + }; + #[cfg(not(feature = "clip_origin_support"))] + let has_clip_origin_support = false; + + let mut state_backup = GlStateBackup::default(); + state_backup.pre_init(gl); + + let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts(), texture_map)?; + + let shaders = Shaders::new(gl, gl_version, output_srgb)?; + let vbo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; + let ebo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; + + state_backup.post_init(gl); + + let out = Self { + shaders, + state_backup, + vbo_handle: Some(vbo_handle), + ebo_handle: Some(ebo_handle), + font_atlas_texture: Some(font_atlas_texture), + #[cfg(feature = "bind_vertex_array_support")] + vertex_array_object: None, + gl_version, + has_clip_origin_support, + is_destroyed: false, + }; + + // Leave this until the end of the function to avoid changing state if + // there was ever an error above + out.configure_imgui_context(imgui_context); + + Ok(out) + } + + /// This must be called before being dropped to properly free OpenGL + /// resources. + pub fn destroy(&mut self, gl: &Context) { + if self.is_destroyed { + return; + } + + if let Some(h) = self.vbo_handle { + unsafe { gl.delete_buffer(h) }; + self.vbo_handle = None; + } + if let Some(h) = self.ebo_handle { + unsafe { gl.delete_buffer(h) }; + self.ebo_handle = None; + } + if let Some(p) = self.shaders.program { + unsafe { gl.delete_program(p) }; + self.shaders.program = None; + } + if let Some(h) = self.font_atlas_texture { + unsafe { gl.delete_texture(h) }; + self.font_atlas_texture = None; + } + + self.is_destroyed = true; + } + + /// # Errors + /// Some OpenGL errors trigger an error (few are explicitly checked, + /// however) + pub fn render( + &mut self, + gl: &Context, + texture_map: &T, + draw_data: &DrawData, + ) -> Result<(), RenderError> { + if self.is_destroyed { + return Err(Self::renderer_destroyed()); + } + + let fb_width = draw_data.display_size[0] * draw_data.framebuffer_scale[0]; + let fb_height = draw_data.display_size[1] * draw_data.framebuffer_scale[1]; + if !(fb_width > 0.0 && fb_height > 0.0) { + return Ok(()); + } + + gl_debug_message(gl, "imgui-rs-glow: start render"); + self.state_backup.pre_render(gl, self.gl_version); + + #[cfg(feature = "bind_vertex_array_support")] + if self.gl_version.bind_vertex_array_support() { + unsafe { + self.vertex_array_object = Some(gl + .create_vertex_array() + .map_err(|err| format!("Error creating vertex array object: {}", err))?); + gl.bind_vertex_array(self.vertex_array_object); + } + } + + self.set_up_render_state(gl, draw_data, fb_width, fb_height)?; + + gl_debug_message(gl, "start loop over draw lists"); + for draw_list in draw_data.draw_lists() { + unsafe { + gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + to_byte_slice(draw_list.vtx_buffer()), + glow::STREAM_DRAW, + ); + gl.buffer_data_u8_slice( + glow::ELEMENT_ARRAY_BUFFER, + to_byte_slice(draw_list.idx_buffer()), + glow::STREAM_DRAW, + ); + } + + gl_debug_message(gl, "start loop over commands"); + for command in draw_list.commands() { + match command { + DrawCmd::Elements { count, cmd_params } => self.render_elements( + gl, + texture_map, + count, + cmd_params, + draw_data, + fb_width, + fb_height, + ), + DrawCmd::RawCallback { callback, raw_cmd } => unsafe { + callback(draw_list.raw(), raw_cmd) + }, + DrawCmd::ResetRenderState => { + self.set_up_render_state(gl, draw_data, fb_width, fb_height)? + } + } + } + } + + #[cfg(feature = "bind_vertex_array_support")] + if self.gl_version.bind_vertex_array_support() { + unsafe { gl.delete_vertex_array(self.vertex_array_object.unwrap()) }; + self.vertex_array_object = None; + } + + self.state_backup.post_render(gl, self.gl_version); + gl_debug_message(gl, "imgui-rs-glow: complete render"); + Ok(()) + } + + /// # Errors + /// Few GL calls are checked for errors, but any that are found will result + /// in an error. Errors from the state manager lifecycle callbacks will also + /// result in an error. + pub fn set_up_render_state( + &mut self, + gl: &Context, + draw_data: &DrawData, + fb_width: f32, + fb_height: f32, + ) -> Result<(), RenderError> { + #![allow(clippy::cast_possible_truncation, clippy::cast_possible_wrap)] + + if self.is_destroyed { + return Err(Self::renderer_destroyed()); + } + + unsafe { + gl.active_texture(glow::TEXTURE0); + gl.enable(glow::BLEND); + gl.blend_equation(glow::FUNC_ADD); + gl.blend_func_separate( + glow::SRC_ALPHA, + glow::ONE_MINUS_SRC_ALPHA, + glow::ONE, + glow::ONE_MINUS_SRC_ALPHA, + ); + gl.disable(glow::CULL_FACE); + gl.disable(glow::DEPTH_TEST); + gl.disable(glow::STENCIL_TEST); + gl.enable(glow::SCISSOR_TEST); + + #[cfg(feature = "primitive_restart_support")] + if self.gl_version.primitive_restart_support() { + gl.disable(glow::PRIMITIVE_RESTART); + } + + #[cfg(feature = "polygon_mode_support")] + if self.gl_version.polygon_mode_support() { + gl.polygon_mode(glow::FRONT_AND_BACK, glow::FILL); + } + + gl.viewport(0, 0, fb_width as _, fb_height as _); + } + + #[cfg(feature = "clip_origin_support")] + let clip_origin_is_lower_left = if self.has_clip_origin_support { + unsafe { gl.get_parameter_i32(glow::CLIP_ORIGIN) != glow::UPPER_LEFT as i32 } + } else { + true + }; + #[cfg(not(feature = "clip_origin_support"))] + let clip_origin_is_lower_left = true; + + let projection_matrix = calculate_matrix(draw_data, clip_origin_is_lower_left); + + unsafe { + gl.use_program(self.shaders.program); + gl.uniform_1_i32(Some(&self.shaders.texture_uniform_location), 0); + gl.uniform_matrix_4_f32_slice( + Some(&self.shaders.matrix_uniform_location), + false, + &projection_matrix, + ); + } + + #[cfg(feature = "bind_sampler_support")] + if self.gl_version.bind_sampler_support() { + unsafe { gl.bind_sampler(0, None) }; + } + + // TODO: soon it should be possible for these to be `const` functions + let position_field_offset = memoffset::offset_of!(DrawVert, pos) as _; + let uv_field_offset = memoffset::offset_of!(DrawVert, uv) as _; + let color_field_offset = memoffset::offset_of!(DrawVert, col) as _; + + unsafe { + gl.bind_buffer(glow::ARRAY_BUFFER, self.vbo_handle); + gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, self.ebo_handle); + gl.enable_vertex_attrib_array(self.shaders.position_attribute_index); + gl.vertex_attrib_pointer_f32( + self.shaders.position_attribute_index, + 2, + glow::FLOAT, + false, + size_of::() as _, + position_field_offset, + ); + gl.enable_vertex_attrib_array(self.shaders.uv_attribute_index); + gl.vertex_attrib_pointer_f32( + self.shaders.uv_attribute_index, + 2, + glow::FLOAT, + false, + size_of::() as _, + uv_field_offset, + ); + gl.enable_vertex_attrib_array(self.shaders.color_attribute_index); + gl.vertex_attrib_pointer_f32( + self.shaders.color_attribute_index, + 4, + glow::UNSIGNED_BYTE, + true, + size_of::() as _, + color_field_offset, + ); + } + + Ok(()) + } + + #[allow(clippy::too_many_arguments)] + fn render_elements( + &self, + gl: &Context, + texture_map: &T, + element_count: usize, + element_params: imgui::DrawCmdParams, + draw_data: &DrawData, + fb_width: f32, + fb_height: f32, + ) { + #![allow( + clippy::similar_names, + clippy::cast_possible_truncation, + clippy::cast_possible_wrap + )] + + let imgui::DrawCmdParams { + clip_rect, + texture_id, + vtx_offset, + idx_offset, + } = element_params; + let clip_off = draw_data.display_pos; + let scale = draw_data.framebuffer_scale; + + let clip_x1 = (clip_rect[0] - clip_off[0]) * scale[0]; + let clip_y1 = (clip_rect[1] - clip_off[1]) * scale[1]; + let clip_x2 = (clip_rect[2] - clip_off[0]) * scale[0]; + let clip_y2 = (clip_rect[3] - clip_off[1]) * scale[1]; + + if clip_x1 >= fb_width || clip_y1 >= fb_height || clip_x2 < 0.0 || clip_y2 < 0.0 { + return; + } + + unsafe { + gl.scissor( + clip_x1 as i32, + (fb_height - clip_y2) as i32, + (clip_x2 - clip_x1) as i32, + (clip_y2 - clip_y1) as i32, + ); + gl.bind_texture(glow::TEXTURE_2D, texture_map.gl_texture(texture_id)); + + #[cfg(feature = "vertex_offset_support")] + let with_offset = self.gl_version.vertex_offset_support(); + #[cfg(not(feature = "vertex_offset_support"))] + let with_offset = false; + + if with_offset { + gl.draw_elements_base_vertex( + glow::TRIANGLES, + element_count as _, + imgui_index_type_as_gl(), + (idx_offset * size_of::()) as _, + vtx_offset as _, + ); + } else { + gl.draw_elements( + glow::TRIANGLES, + element_count as _, + imgui_index_type_as_gl(), + (idx_offset * size_of::()) as _, + ); + } + } + } + + fn configure_imgui_context(&self, imgui_context: &mut imgui::Context) { + imgui_context.set_renderer_name(Some(format!( + "imgui-rs-glow-render {}", + env!("CARGO_PKG_VERSION") + ))); + + #[cfg(feature = "vertex_offset_support")] + if self.gl_version.vertex_offset_support() { + imgui_context + .io_mut() + .backend_flags + .insert(imgui::BackendFlags::RENDERER_HAS_VTX_OFFSET); + } + } + + fn renderer_destroyed() -> RenderError { + "Renderer is destroyed".into() + } +} + +/// Trait for mapping imgui texture IDs to OpenGL textures. +/// +/// [`register`] should be called after uploading a texture to OpenGL to get a +/// [`imgui::TextureId`] corresponding to it. +/// +/// [`register`]: Self::register +/// +/// Then [`gl_texture`] can be called to find the OpenGL texture corresponding to +/// that [`imgui::TextureId`]. +/// +/// [`gl_texture`]: Self::gl_texture +pub trait TextureMap { + fn register(&mut self, gl_texture: GlTexture) -> Option; + + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option; +} + +/// Texture map where the imgui texture ID is simply numerically equal to the +/// OpenGL texture ID. +#[derive(Default)] +pub struct SimpleTextureMap(); + +impl TextureMap for SimpleTextureMap { + #[inline(always)] + fn register(&mut self, gl_texture: glow::Texture) -> Option { + Some(imgui::TextureId::new(gl_texture.0.get() as _)) + } + + #[inline(always)] + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { + #[allow(clippy::cast_possible_truncation)] + Some(glow::NativeTexture(NonZeroU32::new(imgui_texture.id() as _).unwrap())) + } +} + +/// [`imgui::Textures`] is a simple choice for a texture map. +impl TextureMap for imgui::Textures { + fn register(&mut self, gl_texture: glow::Texture) -> Option { + Some(self.insert(gl_texture)) + } + + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { + self.get(imgui_texture).copied() + } +} + +/// This OpenGL state backup is based on the upstream OpenGL example from +/// imgui, where an attempt is made to save and restore the OpenGL context state +/// before and after rendering. +/// +/// If you're writing your own renderer, you can likely streamline most of this. +/// +/// It is unlikely that any such attempt will be comprehensive for all possible +/// applications, due to the complexity of OpenGL and the possibility of +/// arbitrary extensions. However, it remains as a useful tool for quickly +/// getting started. If your application needs more state to be backed up and +/// restored, it is probably best to do this manually before/after calling +/// the render method rather than opening an issue to add more to this +/// struct. +#[allow(clippy::struct_excessive_bools)] +#[derive(Default)] +pub struct GlStateBackup { + active_texture: u32, + program: u32, + texture: u32, + #[cfg(feature = "bind_sampler_support")] + sampler: Option, + array_buffer: u32, + #[cfg(feature = "polygon_mode_support")] + polygon_mode: Option<[i32; 2]>, + viewport: [i32; 4], + scissor_box: [i32; 4], + blend_src_rgb: i32, + blend_dst_rgb: i32, + blend_src_alpha: i32, + blend_dst_alpha: i32, + blend_equation_rgb: i32, + blend_equation_alpha: i32, + blend_enabled: bool, + cull_face_enabled: bool, + depth_test_enabled: bool, + stencil_test_enabled: bool, + scissor_test_enabled: bool, + #[cfg(feature = "primitive_restart_support")] + primitive_restart_enabled: Option, + #[cfg(feature = "bind_vertex_array_support")] + vertex_array_object: Option, +} + +fn to_native_gl(handle: u32, constructor: fn(NonZeroU32) -> T) -> Option { + if handle != 0 { + Some(constructor(NonZeroU32::new(handle).unwrap())) + } else { + None + } +} + +impl GlStateBackup { + fn pre_init(&mut self, gl: &Context) { + self.texture = unsafe { gl.get_parameter_i32(glow::TEXTURE_BINDING_2D) as _ }; + } + + fn post_init(&mut self, gl: &Context) { + #[allow(clippy::cast_sign_loss)] + unsafe { + gl.bind_texture(glow::TEXTURE_2D, to_native_gl(self.texture, glow::NativeTexture)); + } + } + + fn pre_render(&mut self, gl: &Context, gl_version: GlVersion) { + #[allow(clippy::cast_sign_loss)] + unsafe { + self.active_texture = gl.get_parameter_i32(glow::ACTIVE_TEXTURE) as _; + self.program = gl.get_parameter_i32(glow::CURRENT_PROGRAM) as _; + self.texture = gl.get_parameter_i32(glow::TEXTURE_BINDING_2D) as _; + #[cfg(feature = "bind_sampler_support")] + if gl_version.bind_sampler_support() { + self.sampler = Some(gl.get_parameter_i32(glow::SAMPLER_BINDING) as _); + } else { + self.sampler = None; + } + self.array_buffer = gl.get_parameter_i32(glow::ARRAY_BUFFER_BINDING) as _; + + #[cfg(feature = "bind_vertex_array_support")] + if gl_version.bind_vertex_array_support() { + self.vertex_array_object = + Some(gl.get_parameter_i32(glow::VERTEX_ARRAY_BINDING) as _); + } + + #[cfg(feature = "polygon_mode_support")] + if gl_version.polygon_mode_support() { + if self.polygon_mode.is_none() { + self.polygon_mode = Some(Default::default()); + } + gl.get_parameter_i32_slice(glow::POLYGON_MODE, self.polygon_mode.as_mut().unwrap()); + } else { + self.polygon_mode = None; + } + gl.get_parameter_i32_slice(glow::VIEWPORT, &mut self.viewport); + gl.get_parameter_i32_slice(glow::SCISSOR_BOX, &mut self.scissor_box); + self.blend_src_rgb = gl.get_parameter_i32(glow::BLEND_SRC_RGB); + self.blend_dst_rgb = gl.get_parameter_i32(glow::BLEND_DST_RGB); + self.blend_src_alpha = gl.get_parameter_i32(glow::BLEND_SRC_ALPHA); + self.blend_dst_alpha = gl.get_parameter_i32(glow::BLEND_DST_ALPHA); + self.blend_equation_rgb = gl.get_parameter_i32(glow::BLEND_EQUATION_RGB); + self.blend_equation_alpha = gl.get_parameter_i32(glow::BLEND_EQUATION_ALPHA); + self.blend_enabled = gl.is_enabled(glow::BLEND); + self.cull_face_enabled = gl.is_enabled(glow::CULL_FACE); + self.depth_test_enabled = gl.is_enabled(glow::DEPTH_TEST); + self.stencil_test_enabled = gl.is_enabled(glow::STENCIL_TEST); + self.scissor_test_enabled = gl.is_enabled(glow::SCISSOR_TEST); + #[cfg(feature = "primitive_restart_support")] + if gl_version.primitive_restart_support() { + self.primitive_restart_enabled = Some(gl.is_enabled(glow::PRIMITIVE_RESTART)); + } else { + self.primitive_restart_enabled = None; + } + } + } + + fn post_render(&mut self, gl: &Context, _gl_version: GlVersion) { + #![allow(clippy::cast_sign_loss)] + unsafe { + gl.use_program(to_native_gl(self.program, glow::NativeProgram)); + gl.bind_texture(glow::TEXTURE_2D, to_native_gl(self.texture, glow::NativeTexture)); + #[cfg(feature = "bind_sampler_support")] + if let Some(sampler) = self.sampler { + gl.bind_sampler(0, to_native_gl(sampler, glow::NativeSampler)); + } + gl.active_texture(self.active_texture as _); + #[cfg(feature = "bind_vertex_array_support")] + if let Some(vao) = self.vertex_array_object { + gl.bind_vertex_array(to_native_gl(vao, glow::NativeVertexArray)); + } + gl.bind_buffer(glow::ARRAY_BUFFER, to_native_gl(self.array_buffer, glow::NativeBuffer)); + gl.blend_equation_separate( + self.blend_equation_rgb as _, + self.blend_equation_alpha as _, + ); + gl.blend_func_separate( + self.blend_src_rgb as _, + self.blend_dst_rgb as _, + self.blend_src_alpha as _, + self.blend_dst_alpha as _, + ); + if self.blend_enabled { + gl.enable(glow::BLEND) + } else { + gl.disable(glow::BLEND); + } + if self.cull_face_enabled { + gl.enable(glow::CULL_FACE) + } else { + gl.disable(glow::CULL_FACE) + } + if self.depth_test_enabled { + gl.enable(glow::DEPTH_TEST) + } else { + gl.disable(glow::DEPTH_TEST) + } + if self.stencil_test_enabled { + gl.enable(glow::STENCIL_TEST) + } else { + gl.disable(glow::STENCIL_TEST) + } + if self.scissor_test_enabled { + gl.enable(glow::SCISSOR_TEST) + } else { + gl.disable(glow::SCISSOR_TEST) + } + #[cfg(feature = "primitive_restart_support")] + if let Some(restart_enabled) = self.primitive_restart_enabled { + if restart_enabled { + gl.enable(glow::PRIMITIVE_RESTART) + } else { + gl.disable(glow::PRIMITIVE_RESTART) + } + } + #[cfg(feature = "polygon_mode_support")] + if let Some([mode, _]) = self.polygon_mode { + gl.polygon_mode(glow::FRONT_AND_BACK, mode as _); + } + gl.viewport( + self.viewport[0], + self.viewport[1], + self.viewport[2], + self.viewport[3], + ); + gl.scissor( + self.scissor_box[0], + self.scissor_box[1], + self.scissor_box[2], + self.scissor_box[3], + ); + } + } +} + +/// Parses `GL_VERSION` and `GL_SHADING_LANGUAGE_VERSION` at runtime in order to +/// generate shaders which should work on a wide variety of modern devices +/// (GL >= 3.3 and GLES >= 2.0 are expected to work). +struct Shaders { + program: Option, + texture_uniform_location: GlUniformLocation, + matrix_uniform_location: GlUniformLocation, + position_attribute_index: u32, + uv_attribute_index: u32, + color_attribute_index: u32, +} + +impl Shaders { + fn new(gl: &Context, gl_version: GlVersion, output_srgb: bool) -> Result { + let (vertex_source, fragment_source) = + Self::get_shader_sources(gl, gl_version, output_srgb)?; + + let vertex_shader = + unsafe { gl.create_shader(glow::VERTEX_SHADER) }.map_err(ShaderError::CreateShader)?; + unsafe { + gl.shader_source(vertex_shader, &vertex_source); + gl.compile_shader(vertex_shader); + if !gl.get_shader_compile_status(vertex_shader) { + return Err(ShaderError::CompileShader( + gl.get_shader_info_log(vertex_shader), + )); + } + } + + let fragment_shader = unsafe { gl.create_shader(glow::FRAGMENT_SHADER) } + .map_err(ShaderError::CreateShader)?; + unsafe { + gl.shader_source(fragment_shader, &fragment_source); + gl.compile_shader(fragment_shader); + if !gl.get_shader_compile_status(fragment_shader) { + return Err(ShaderError::CompileShader( + gl.get_shader_info_log(fragment_shader), + )); + } + } + + let program = unsafe { gl.create_program() }.map_err(ShaderError::CreateProgram)?; + unsafe { + gl.attach_shader(program, vertex_shader); + gl.attach_shader(program, fragment_shader); + gl.link_program(program); + + if !gl.get_program_link_status(program) { + return Err(ShaderError::LinkProgram(gl.get_program_info_log(program))); + } + + gl.detach_shader(program, vertex_shader); + gl.detach_shader(program, fragment_shader); + gl.delete_shader(vertex_shader); + gl.delete_shader(fragment_shader); + } + + Ok(unsafe { + Self { + program: Some(program), + texture_uniform_location: gl + .get_uniform_location(program, "tex") + .ok_or_else(|| ShaderError::UniformNotFound("tex".into()))?, + matrix_uniform_location: gl + .get_uniform_location(program, "matrix") + .ok_or_else(|| ShaderError::UniformNotFound("matrix".into()))?, + position_attribute_index: gl + .get_attrib_location(program, "position") + .ok_or_else(|| ShaderError::AttributeNotFound("position".into()))?, + uv_attribute_index: gl + .get_attrib_location(program, "uv") + .ok_or_else(|| ShaderError::AttributeNotFound("uv".into()))?, + color_attribute_index: gl + .get_attrib_location(program, "color") + .ok_or_else(|| ShaderError::AttributeNotFound("color".into()))?, + } + }) + } + + fn get_shader_sources( + gl: &Context, + gl_version: GlVersion, + output_srgb: bool, + ) -> Result<(String, String), ShaderError> { + const VERTEX_BODY: &str = r#" +layout (location = 0) in vec2 position; +layout (location = 1) in vec2 uv; +layout (location = 2) in vec4 color; + +uniform mat4 matrix; +out vec2 fragment_uv; +out vec4 fragment_color; + +// Because imgui only specifies sRGB colors +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() { + fragment_uv = uv; + fragment_color = srgb_to_linear(color); + gl_Position = matrix * vec4(position.xy, 0, 1); +} +"#; + const FRAGMENT_BODY: &str = r#" +in vec2 fragment_uv; +in vec4 fragment_color; + +uniform sampler2D tex; +layout (location = 0) out vec4 out_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() { + vec4 linear_color = fragment_color * texture(tex, fragment_uv.st); +#ifdef OUTPUT_SRGB + out_color = linear_to_srgb(linear_color); +#else + out_color = linear_color; +#endif +} +"#; + + let glsl_version = GlslVersion::read(gl); + + // Find the lowest common denominator version + let is_gles = gl_version.is_gles || glsl_version.is_gles; + let (major, minor) = if let std::cmp::Ordering::Less = gl_version + .major + .cmp(&glsl_version.major) + .then(gl_version.minor.cmp(&glsl_version.minor)) + { + (gl_version.major, gl_version.minor) + } else { + (glsl_version.major, glsl_version.minor) + }; + + if is_gles && major < 2 { + return Err(ShaderError::IncompatibleVersion(format!( + "This auto-shader OpenGL version 3.0 or OpenGL ES version 2.0 or higher, found: ES {}.{}", + major, minor + ))); + } + if !is_gles && major < 3 { + return Err(ShaderError::IncompatibleVersion(format!( + "This auto-shader OpenGL version 3.0 or OpenGL ES version 2.0 or higher, found: {}.{}", + major, minor + ))); + } + + let vertex_source = format!( + "#version {version}{es_extras}\n{body}", + version = major * 100 + minor * 10, + es_extras = if is_gles { + " es\nprecision mediump float;" + } else { + "" + }, + body = VERTEX_BODY, + ); + let fragment_source = format!( + "#version {version}{es_extras}{defines}\n{body}", + version = major * 100 + minor * 10, + es_extras = if is_gles { + " es\nprecision mediump float;" + } else { + "" + }, + defines = if output_srgb { + "\n#define OUTPUT_SRGB" + } else { + "" + }, + body = FRAGMENT_BODY, + ); + + Ok((vertex_source, fragment_source)) + } +} + +#[derive(Debug)] +pub enum ShaderError { + IncompatibleVersion(String), + CreateShader(String), + CreateProgram(String), + CompileShader(String), + LinkProgram(String), + UniformNotFound(Cow<'static, str>), + AttributeNotFound(Cow<'static, str>), +} + +impl Error for ShaderError {} + +impl Display for ShaderError { + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + match self { + Self::IncompatibleVersion(msg) => write!( + f, + "Shader not compatible with OpenGL version found in the context: {}", + msg + ), + Self::CreateShader(msg) => write!(f, "Error creating shader object: {}", msg), + Self::CreateProgram(msg) => write!(f, "Error creating program object: {}", msg), + Self::CompileShader(msg) => write!(f, "Error compiling shader: {}", msg), + Self::LinkProgram(msg) => write!(f, "Error linking shader program: {}", msg), + Self::UniformNotFound(uniform_name) => { + write!(f, "Uniform `{}` not found in shader program", uniform_name) + } + Self::AttributeNotFound(attribute_name) => { + write!( + f, + "Attribute `{}` not found in shader program", + attribute_name + ) + } + } + } +} + +#[derive(Debug)] +pub enum InitError { + Shader(ShaderError), + CreateBufferObject(String), + CreateTexture(String), + RegisterTexture, + UserError(String), +} + +impl Error for InitError { + fn source(&self) -> Option<&(dyn Error + 'static)> { + match self { + Self::Shader(error) => Some(error), + _ => None, + } + } +} + +impl Display for InitError { + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + match self { + Self::Shader(error) => write!(f, "Shader initialisation error: {}", error), + Self::CreateBufferObject(msg) => write!(f, "Error creating buffer object: {}", msg), + Self::CreateTexture(msg) => write!(f, "Error creating texture object: {}", msg), + Self::RegisterTexture => write!(f, "Error registering texture in texture map"), + Self::UserError(msg) => write!(f, "Initialization error: {}", msg), + } + } +} + +impl From for InitError { + fn from(error: ShaderError) -> Self { + Self::Shader(error) + } +} + +pub type RenderError = String; + +fn prepare_font_atlas( + gl: &Context, + fonts: &mut imgui::FontAtlas, + texture_map: &mut T, +) -> Result { + #![allow(clippy::cast_possible_wrap)] + + let atlas_texture = fonts.build_rgba32_texture(); + + let gl_texture = unsafe { gl.create_texture() }.map_err(InitError::CreateTexture)?; + + 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::SRGB8_ALPHA8 as _, + atlas_texture.width as _, + atlas_texture.height as _, + 0, + glow::RGBA, + glow::UNSIGNED_BYTE, + Some(atlas_texture.data), + ); + } + + fonts.tex_id = texture_map + .register(gl_texture) + .ok_or(InitError::RegisterTexture)?; + + Ok(gl_texture) +} + +// this CFG guard disables apple usage of this function -- apple only has supported up to opengl 3.3 +#[cfg(all(not(target_vendor = "apple"), feature = "debug_message_insert_support"))] +fn gl_debug_message(gl: &G, message: impl AsRef) { + unsafe { + gl.debug_message_insert( + glow::DEBUG_SOURCE_APPLICATION, + glow::DEBUG_TYPE_MARKER, + 0, + glow::DEBUG_SEVERITY_NOTIFICATION, + message, + ) + }; +} + +#[cfg(any(target_vendor = "apple", not(feature = "debug_message_insert_support")))] +fn gl_debug_message(_gl: &G, _message: impl AsRef) {} + +fn calculate_matrix(draw_data: &DrawData, clip_origin_is_lower_left: bool) -> [f32; 16] { + #![allow(clippy::deprecated_cfg_attr)] + + let left = draw_data.display_pos[0]; + let right = draw_data.display_pos[0] + draw_data.display_size[0]; + let top = draw_data.display_pos[1]; + let bottom = draw_data.display_pos[1] + draw_data.display_size[1]; + + #[cfg(feature = "clip_origin_support")] + let (top, bottom) = if clip_origin_is_lower_left { + (top, bottom) + } else { + (bottom, top) + }; + + #[cfg_attr(rustfmt, rustfmt::skip)] + { + [ + 2.0 / (right - left) , 0.0 , 0.0 , 0.0, + 0.0 , (2.0 / (top - bottom)) , 0.0 , 0.0, + 0.0 , 0.0 , -1.0, 0.0, + (right + left) / (left - right), (top + bottom) / (bottom - top), 0.0 , 1.0, + ] + } +} + +unsafe fn to_byte_slice(slice: &[T]) -> &[u8] { + std::slice::from_raw_parts(slice.as_ptr().cast(), slice.len() * size_of::()) +} + +const fn imgui_index_type_as_gl() -> u32 { + match size_of::() { + 1 => glow::UNSIGNED_BYTE, + 2 => glow::UNSIGNED_SHORT, + _ => glow::UNSIGNED_INT, + } +} diff --git a/imgui_glow_renderer/src/versions.rs b/imgui_glow_renderer/src/versions.rs new file mode 100644 index 0000000..9b4bed5 --- /dev/null +++ b/imgui_glow_renderer/src/versions.rs @@ -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(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 + /// `.[.][ ]` + /// for full-fat OpenGL, and + /// `OpenGL ES .[.][ ]` + /// 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 { + 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(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 + /// `.[.][ ]` + /// for full-fat OpenGL, and + /// `OpenGL ES GLSL ES .[.][ ]` + /// 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, + } + } +} diff --git a/imgui_sdl2_support/Cargo.toml b/imgui_sdl2_support/Cargo.toml new file mode 100644 index 0000000..34f947a --- /dev/null +++ b/imgui_sdl2_support/Cargo.toml @@ -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"] } diff --git a/imgui_sdl2_support/LICENSE-APACHE b/imgui_sdl2_support/LICENSE-APACHE new file mode 100644 index 0000000..3b7a7f9 --- /dev/null +++ b/imgui_sdl2_support/LICENSE-APACHE @@ -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. 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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. diff --git a/imgui_sdl2_support/examples/sdl2_01_basic.rs b/imgui_sdl2_support/examples/sdl2_01_basic.rs new file mode 100644 index 0000000..f89ea26 --- /dev/null +++ b/imgui_sdl2_support/examples/sdl2_01_basic.rs @@ -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(); + } +} diff --git a/imgui_sdl2_support/src/lib.rs b/imgui_sdl2_support/src/lib.rs new file mode 100644 index 0000000..562b57c --- /dev/null +++ b/imgui_sdl2_support/src/lib.rs @@ -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, /* 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) + } + _ => {} + } + } +} diff --git a/src/main.rs b/src/main.rs index 03554d5..d2c5a4e 100644 --- a/src/main.rs +++ b/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 {..} |