diff options
Diffstat (limited to '3rdparty/qtimgui/ImGuiRenderer.cpp')
-rw-r--r-- | 3rdparty/qtimgui/ImGuiRenderer.cpp | 384 |
1 files changed, 384 insertions, 0 deletions
diff --git a/3rdparty/qtimgui/ImGuiRenderer.cpp b/3rdparty/qtimgui/ImGuiRenderer.cpp new file mode 100644 index 00000000..21a2423a --- /dev/null +++ b/3rdparty/qtimgui/ImGuiRenderer.cpp @@ -0,0 +1,384 @@ +#include "ImGuiRenderer.h" +#include <QDateTime> +#include <QGuiApplication> +#include <QMouseEvent> +#include <QClipboard> +#include <QCursor> +#include <QDebug> + +namespace QtImGui { + +namespace { + +QHash<int, ImGuiKey> keyMap = { + { Qt::Key_Tab, ImGuiKey_Tab }, + { Qt::Key_Left, ImGuiKey_LeftArrow }, + { Qt::Key_Right, ImGuiKey_RightArrow }, + { Qt::Key_Up, ImGuiKey_UpArrow }, + { Qt::Key_Down, ImGuiKey_DownArrow }, + { Qt::Key_PageUp, ImGuiKey_PageUp }, + { Qt::Key_PageDown, ImGuiKey_PageDown }, + { Qt::Key_Home, ImGuiKey_Home }, + { Qt::Key_End, ImGuiKey_End }, + { Qt::Key_Delete, ImGuiKey_Delete }, + { Qt::Key_Backspace, ImGuiKey_Backspace }, + { Qt::Key_Enter, ImGuiKey_Enter }, + { Qt::Key_Escape, ImGuiKey_Escape }, + { Qt::Key_A, ImGuiKey_A }, + { Qt::Key_C, ImGuiKey_C }, + { Qt::Key_V, ImGuiKey_V }, + { Qt::Key_X, ImGuiKey_X }, + { Qt::Key_Y, ImGuiKey_Y }, + { Qt::Key_Z, ImGuiKey_Z }, +}; + +QByteArray g_currentClipboardText; + +} + +void ImGuiRenderer::initialize(WindowWrapper *window) { + m_window.reset(window); + initializeOpenGLFunctions(); + g_fun = new QOpenGLFunctions_3_3_Core(); + g_fun->initializeOpenGLFunctions(); + + ImGui::CreateContext(); + + ImGuiIO &io = ImGui::GetIO(); + for (ImGuiKey key : keyMap.values()) { + io.KeyMap[key] = key; + } + + io.RenderDrawListsFn = [](ImDrawData *drawData) { + instance()->renderDrawList(drawData); + }; + io.SetClipboardTextFn = [](void *user_data, const char *text) { + Q_UNUSED(user_data); + QGuiApplication::clipboard()->setText(text); + }; + io.GetClipboardTextFn = [](void *user_data) { + Q_UNUSED(user_data); + g_currentClipboardText = QGuiApplication::clipboard()->text().toUtf8(); + return (const char *)g_currentClipboardText.data(); + }; + io.IniFilename = nullptr; + + window->installEventFilter(this); +} + +void ImGuiRenderer::renderDrawList(ImDrawData *draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); + GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); + GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); + GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); + GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); + GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + {-1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + g_fun->glBindVertexArray(g_VaoHandle); + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glActiveTexture(last_active_texture); + g_fun->glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGuiRenderer::createFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +bool ImGuiRenderer::createDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + const GLchar *vertex_shader = + "#version 330\n" + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader = + "#version 330\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" + "}\n"; + + g_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + g_fun->glGenVertexArrays(1, &g_VaoHandle); + g_fun->glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + +#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); +#undef OFFSETOF + + createFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + g_fun->glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGuiRenderer::newFrame() +{ + if (!g_FontTexture) + createDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + io.DisplaySize = ImVec2(m_window->size().width(), m_window->size().height()); + io.DisplayFramebufferScale = ImVec2(m_window->devicePixelRatio(), m_window->devicePixelRatio()); + + // Setup time step + double current_time = QDateTime::currentMSecsSinceEpoch() / double(1000); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (m_window->isActive()) + { + auto pos = m_window->mapFromGlobal(QCursor::pos()); + io.MousePos = ImVec2(pos.x(), pos.y()); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) + } + else + { + io.MousePos = ImVec2(-1,-1); + } + + for (int i = 0; i < 3; i++) + { + io.MouseDown[i] = g_MousePressed[i]; + } + + io.MouseWheelH = g_MouseWheelH; + io.MouseWheel = g_MouseWheel; + g_MouseWheelH = 0; + g_MouseWheel = 0; + + // Hide OS mouse cursor if ImGui is drawing it + // glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Start the frame + ImGui::NewFrame(); +} + +void ImGuiRenderer::onMousePressedChange(QMouseEvent *event) +{ + g_MousePressed[0] = event->buttons() & Qt::LeftButton; + g_MousePressed[1] = event->buttons() & Qt::RightButton; + g_MousePressed[2] = event->buttons() & Qt::MiddleButton; +} + +void ImGuiRenderer::onWheel(QWheelEvent *event) +{ + // 5 lines per unit + g_MouseWheelH += event->pixelDelta().x() / (ImGui::GetTextLineHeight()); + g_MouseWheel += event->pixelDelta().y() / (5.0 * ImGui::GetTextLineHeight()); +} + +void ImGuiRenderer::onKeyPressRelease(QKeyEvent *event) +{ + ImGuiIO& io = ImGui::GetIO(); + if (keyMap.contains(event->key())) { + io.KeysDown[keyMap[event->key()]] = event->type() == QEvent::KeyPress; + } + + if (event->type() == QEvent::KeyPress) { + QString text = event->text(); + if (text.size() == 1) { + io.AddInputCharacter(text.at(0).unicode()); + } + } + +#ifdef Q_OS_MAC + io.KeyCtrl = event->modifiers() & Qt::MetaModifier; + io.KeyShift = event->modifiers() & Qt::ShiftModifier; + io.KeyAlt = event->modifiers() & Qt::AltModifier; + io.KeySuper = event->modifiers() & Qt::ControlModifier; // Comamnd key +#else + io.KeyCtrl = event->modifiers() & Qt::ControlModifier; + io.KeyShift = event->modifiers() & Qt::ShiftModifier; + io.KeyAlt = event->modifiers() & Qt::AltModifier; + io.KeySuper = event->modifiers() & Qt::MetaModifier; +#endif +} + +bool ImGuiRenderer::eventFilter(QObject *watched, QEvent *event) +{ + switch (event->type()) { + case QEvent::MouseButtonPress: + case QEvent::MouseButtonRelease: + this->onMousePressedChange(static_cast<QMouseEvent *>(event)); + break; + case QEvent::Wheel: + this->onWheel(static_cast<QWheelEvent *>(event)); + break; + case QEvent::KeyPress: + case QEvent::KeyRelease: + this->onKeyPressRelease(static_cast<QKeyEvent *>(event)); + break; + default: + break; + } + return QObject::eventFilter(watched, event); +} + +ImGuiRenderer* ImGuiRenderer::instance() { + static ImGuiRenderer* instance = nullptr; + if (!instance) { + instance = new ImGuiRenderer(); + } + return instance; +} + +} |