/* * Copyright 2014-2015 Daniel Collin. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include #include "imgui.h" #include "ocornut_imgui.h" #include #include "vs_ocornut_imgui.bin.h" #include "fs_ocornut_imgui.bin.h" static void imguiRender(ImDrawList** const _lists, int cmd_lists_count); struct OcornutImguiContext { void render(ImDrawList** const _lists, int _count) { const float width = ImGui::GetIO().DisplaySize.x; const float height = ImGui::GetIO().DisplaySize.y; float ortho[16]; bx::mtxOrtho(ortho, 0.0f, width, height, 0.0f, -1.0f, 1.0f); bgfx::setViewTransform(m_viewId, NULL, ortho); // Render command lists for (int32_t ii = 0; ii < _count; ++ii) { bgfx::TransientVertexBuffer tvb; uint32_t vtx_size = 0; const ImDrawList* cmd_list = _lists[ii]; const ImDrawVert* vtx_buffer = cmd_list->vtx_buffer.begin(); const ImDrawCmd* pcmd_begin = cmd_list->commands.begin(); const ImDrawCmd* pcmd_end = cmd_list->commands.end(); for (const ImDrawCmd* pcmd = pcmd_begin; pcmd != pcmd_end; pcmd++) { vtx_size += (uint32_t)pcmd->vtx_count; } if (!bgfx::checkAvailTransientVertexBuffer(vtx_size, m_decl)) { // not enough space in transient buffer just quit drawing the rest... break; } bgfx::allocTransientVertexBuffer(&tvb, vtx_size, m_decl); ImDrawVert* verts = (ImDrawVert*)tvb.data; memcpy(verts, vtx_buffer, vtx_size * sizeof(ImDrawVert)); uint32_t vtx_offset = 0; for (const ImDrawCmd* pcmd = pcmd_begin; pcmd != pcmd_end; pcmd++) { bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA) | BGFX_STATE_MSAA ); bgfx::setScissor(uint16_t(pcmd->clip_rect.x) , uint16_t(pcmd->clip_rect.y) , uint16_t(pcmd->clip_rect.z-pcmd->clip_rect.x) , uint16_t(pcmd->clip_rect.w-pcmd->clip_rect.y) ); bgfx::setTexture(0, s_tex, m_texture); bgfx::setVertexBuffer(&tvb, vtx_offset, pcmd->vtx_count); bgfx::setProgram(m_program); bgfx::submit(m_viewId); vtx_offset += pcmd->vtx_count; } } } void create(const void* _data, uint32_t _size, float _fontSize) { m_viewId = 31; ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(1280.0f, 720.0f); io.DeltaTime = 1.0f / 60.0f; // io.PixelCenterOffset = bgfx::RendererType::Direct3D9 == bgfx::getRendererType() ? -0.5f : 0.0f; const bgfx::Memory* vsmem; const bgfx::Memory* fsmem; switch (bgfx::getRendererType()) { case bgfx::RendererType::Direct3D9: vsmem = bgfx::makeRef(vs_ocornut_imgui_dx9, sizeof(vs_ocornut_imgui_dx9)); fsmem = bgfx::makeRef(fs_ocornut_imgui_dx9, sizeof(fs_ocornut_imgui_dx9)); break; case bgfx::RendererType::Direct3D11: vsmem = bgfx::makeRef(vs_ocornut_imgui_dx11, sizeof(vs_ocornut_imgui_dx11)); fsmem = bgfx::makeRef(fs_ocornut_imgui_dx11, sizeof(fs_ocornut_imgui_dx11)); break; default: vsmem = bgfx::makeRef(vs_ocornut_imgui_glsl, sizeof(vs_ocornut_imgui_glsl)); fsmem = bgfx::makeRef(fs_ocornut_imgui_glsl, sizeof(fs_ocornut_imgui_glsl)); break; } bgfx::ShaderHandle vsh = bgfx::createShader(vsmem); bgfx::ShaderHandle fsh = bgfx::createShader(fsmem); m_program = bgfx::createProgram(vsh, fsh, true); m_decl .begin() .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true) .end(); s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Uniform1i); uint8_t* data; int32_t width; int32_t height; void* font = ImGui::MemAlloc(_size); memcpy(font, _data, _size); io.Fonts->AddFontFromMemoryTTF(font, _size, _fontSize); io.Fonts->GetTexDataAsRGBA32(&data, &width, &height); m_texture = bgfx::createTexture2D( (uint16_t)width , (uint16_t)height , 1 , bgfx::TextureFormat::BGRA8 , BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT , bgfx::copy(data, width*height*4) ); ImGuiStyle& style = ImGui::GetStyle(); style.FrameRounding = 4.0f; io.RenderDrawListsFn = imguiRender; } void destroy() { bgfx::destroyUniform(s_tex); bgfx::destroyTexture(m_texture); bgfx::destroyProgram(m_program); } void beginFrame(int32_t _mx, int32_t _my, uint8_t _button, int _width, int _height, char _inputChar, uint8_t _viewId) { m_viewId = _viewId; ImGuiIO& io = ImGui::GetIO(); io.AddInputCharacter(_inputChar & 0x7f); // ASCII or GTFO! :) io.DisplaySize = ImVec2((float)_width, (float)_height); io.DeltaTime = 1.0f / 60.0f; io.MousePos = ImVec2((float)_mx, (float)_my); io.MouseDown[0] = 0 != (_button & IMGUI_MBUT_LEFT); ImGui::NewFrame(); // ImGui::ShowTestWindow(); } void endFrame() { ImGui::Render(); } bgfx::VertexDecl m_decl; bgfx::ProgramHandle m_program; bgfx::TextureHandle m_texture; bgfx::UniformHandle s_tex; uint8_t m_viewId; }; static OcornutImguiContext s_ctx; static void imguiRender(ImDrawList** const _lists, int _count) { s_ctx.render(_lists, _count); } void IMGUI_create(const void* _data, uint32_t _size, float _fontSize) { s_ctx.create(_data, _size, _fontSize); } void IMGUI_destroy() { s_ctx.destroy(); } void IMGUI_beginFrame(int32_t _mx, int32_t _my, uint8_t _button, int _width, int _height, char _inputChar, uint8_t _viewId) { s_ctx.beginFrame(_mx, _my, _button, _width, _height, _inputChar, _viewId); } void IMGUI_endFrame() { s_ctx.endFrame(); }