mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
268 lines
7.7 KiB
C++
268 lines
7.7 KiB
C++
/*
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* Copyright 2014-2015 Daniel Collin. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include <bgfx.h>
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#include <bx/allocator.h>
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#include <bx/fpumath.h>
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#include <ocornut-imgui/imgui.h>
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#include "imgui.h"
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#include "ocornut_imgui.h"
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#include <stb/stb_image.c>
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#include "vs_ocornut_imgui.bin.h"
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#include "fs_ocornut_imgui.bin.h"
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struct OcornutImguiContext
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{
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static void* memAlloc(size_t _size);
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static void memFree(void* _ptr);
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static void renderDrawLists(ImDrawList** const _lists, int _count);
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void render(ImDrawList** const _lists, int _count)
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{
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const float width = ImGui::GetIO().DisplaySize.x;
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const float height = ImGui::GetIO().DisplaySize.y;
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float ortho[16];
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bx::mtxOrtho(ortho, 0.0f, width, height, 0.0f, -1.0f, 1.0f);
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bgfx::setViewTransform(m_viewId, NULL, ortho);
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// Render command lists
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for (int32_t ii = 0; ii < _count; ++ii)
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{
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bgfx::TransientVertexBuffer tvb;
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uint32_t vtx_size = 0;
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const ImDrawList* cmd_list = _lists[ii];
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const ImDrawVert* vtx_buffer = cmd_list->vtx_buffer.begin();
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const ImDrawCmd* pcmd_begin = cmd_list->commands.begin();
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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for (const ImDrawCmd* pcmd = pcmd_begin; pcmd != pcmd_end; pcmd++)
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{
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vtx_size += (uint32_t)pcmd->vtx_count;
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}
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if (!bgfx::checkAvailTransientVertexBuffer(vtx_size, m_decl))
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{
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// not enough space in transient buffer just quit drawing the rest...
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break;
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}
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bgfx::allocTransientVertexBuffer(&tvb, vtx_size, m_decl);
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ImDrawVert* verts = (ImDrawVert*)tvb.data;
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memcpy(verts, vtx_buffer, vtx_size * sizeof(ImDrawVert));
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uint32_t vtx_offset = 0;
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for (const ImDrawCmd* pcmd = pcmd_begin; pcmd != pcmd_end; pcmd++)
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{
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if (0 == pcmd->vtx_count)
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{
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continue;
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}
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
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| BGFX_STATE_MSAA
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);
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bgfx::setScissor(uint16_t(pcmd->clip_rect.x)
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, uint16_t(pcmd->clip_rect.y)
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, uint16_t(pcmd->clip_rect.z-pcmd->clip_rect.x)
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, uint16_t(pcmd->clip_rect.w-pcmd->clip_rect.y)
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);
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union { void* ptr; bgfx::TextureHandle handle; } texture = { pcmd->texture_id };
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bgfx::setTexture(0, s_tex, 0 != texture.handle.idx
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? texture.handle
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: m_texture
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);
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bgfx::setVertexBuffer(&tvb, vtx_offset, pcmd->vtx_count);
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bgfx::setProgram(m_program);
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bgfx::submit(m_viewId);
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vtx_offset += pcmd->vtx_count;
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}
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}
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}
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void create(const void* _data, uint32_t _size, float _fontSize, bx::AllocatorI* _allocator)
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{
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m_viewId = 255;
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m_allocator = _allocator;
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ImGuiIO& io = ImGui::GetIO();
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io.RenderDrawListsFn = renderDrawLists;
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if (NULL != m_allocator)
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{
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io.MemAllocFn = memAlloc;
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io.MemFreeFn = memFree;
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}
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io.DisplaySize = ImVec2(1280.0f, 720.0f);
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io.DeltaTime = 1.0f / 60.0f;
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io.IniFilename = NULL;
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// io.PixelCenterOffset = bgfx::RendererType::Direct3D9 == bgfx::getRendererType() ? -0.5f : 0.0f;
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for (uint32_t ii = 0; ii < ImGuiKey_COUNT; ++ii)
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{
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io.KeyMap[ii] = ImGuiKey_(ii);
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}
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const bgfx::Memory* vsmem;
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const bgfx::Memory* fsmem;
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switch (bgfx::getRendererType())
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{
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case bgfx::RendererType::Direct3D9:
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vsmem = bgfx::makeRef(vs_ocornut_imgui_dx9, sizeof(vs_ocornut_imgui_dx9));
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fsmem = bgfx::makeRef(fs_ocornut_imgui_dx9, sizeof(fs_ocornut_imgui_dx9));
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break;
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case bgfx::RendererType::Direct3D11:
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case bgfx::RendererType::Direct3D12:
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vsmem = bgfx::makeRef(vs_ocornut_imgui_dx11, sizeof(vs_ocornut_imgui_dx11));
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fsmem = bgfx::makeRef(fs_ocornut_imgui_dx11, sizeof(fs_ocornut_imgui_dx11));
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break;
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default:
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vsmem = bgfx::makeRef(vs_ocornut_imgui_glsl, sizeof(vs_ocornut_imgui_glsl));
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fsmem = bgfx::makeRef(fs_ocornut_imgui_glsl, sizeof(fs_ocornut_imgui_glsl));
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break;
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}
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bgfx::ShaderHandle vsh = bgfx::createShader(vsmem);
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bgfx::ShaderHandle fsh = bgfx::createShader(fsmem);
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m_program = bgfx::createProgram(vsh, fsh, true);
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m_decl
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.begin()
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.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
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uint8_t* data;
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int32_t width;
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int32_t height;
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void* font = ImGui::MemAlloc(_size);
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memcpy(font, _data, _size);
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io.Fonts->AddFontFromMemoryTTF(font, _size, _fontSize);
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io.Fonts->GetTexDataAsRGBA32(&data, &width, &height);
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m_texture = bgfx::createTexture2D( (uint16_t)width
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, (uint16_t)height
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, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT
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, bgfx::copy(data, width*height*4)
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);
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ImGuiStyle& style = ImGui::GetStyle();
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style.FrameRounding = 4.0f;
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}
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void destroy()
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{
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ImGui::Shutdown();
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bgfx::destroyUniform(s_tex);
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bgfx::destroyTexture(m_texture);
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bgfx::destroyProgram(m_program);
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m_allocator = NULL;
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}
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void beginFrame(int32_t _mx, int32_t _my, uint8_t _button, int _width, int _height, char _inputChar, uint8_t _viewId)
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{
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m_viewId = _viewId;
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ImGuiIO& io = ImGui::GetIO();
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io.AddInputCharacter(_inputChar & 0x7f); // ASCII or GTFO! :)
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io.DisplaySize = ImVec2((float)_width, (float)_height);
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io.DeltaTime = 1.0f / 60.0f;
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io.MousePos = ImVec2((float)_mx, (float)_my);
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io.MouseDown[0] = 0 != (_button & IMGUI_MBUT_LEFT);
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#if 0
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io.KeysDown[ImGuiKey_Tab] = inputGetKeyState(entry::Key::Tab);
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io.KeysDown[ImGuiKey_LeftArrow] = inputGetKeyState(entry::Key::Left);
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io.KeysDown[ImGuiKey_RightArrow] = inputGetKeyState(entry::Key::Right);
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io.KeysDown[ImGuiKey_UpArrow] = inputGetKeyState(entry::Key::Up);
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io.KeysDown[ImGuiKey_DownArrow] = inputGetKeyState(entry::Key::Down);
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io.KeysDown[ImGuiKey_Home] = inputGetKeyState(entry::Key::Home);
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io.KeysDown[ImGuiKey_End] = inputGetKeyState(entry::Key::End);
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io.KeysDown[ImGuiKey_Delete] = inputGetKeyState(entry::Key::Delete);
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io.KeysDown[ImGuiKey_Backspace] = inputGetKeyState(entry::Key::Backspace);
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io.KeysDown[ImGuiKey_Enter] = inputGetKeyState(entry::Key::Return);
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io.KeysDown[ImGuiKey_Escape] = inputGetKeyState(entry::Key::Esc);
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io.KeysDown[ImGuiKey_A] = inputGetKeyState(entry::Key::KeyA);
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io.KeysDown[ImGuiKey_C] = inputGetKeyState(entry::Key::KeyC);
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io.KeysDown[ImGuiKey_V] = inputGetKeyState(entry::Key::KeyV);
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io.KeysDown[ImGuiKey_X] = inputGetKeyState(entry::Key::KeyX);
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io.KeysDown[ImGuiKey_Y] = inputGetKeyState(entry::Key::KeyY);
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io.KeysDown[ImGuiKey_Z] = inputGetKeyState(entry::Key::KeyZ);
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#endif // 0
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ImGui::NewFrame();
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//ImGui::ShowTestWindow(); //Debug only.
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}
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void endFrame()
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{
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ImGui::Render();
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}
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bx::AllocatorI* m_allocator;
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bgfx::VertexDecl m_decl;
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bgfx::ProgramHandle m_program;
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bgfx::TextureHandle m_texture;
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bgfx::UniformHandle s_tex;
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uint8_t m_viewId;
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};
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static OcornutImguiContext s_ctx;
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void* OcornutImguiContext::memAlloc(size_t _size)
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{
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return BX_ALLOC(s_ctx.m_allocator, _size);
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}
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void OcornutImguiContext::memFree(void* _ptr)
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{
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BX_FREE(s_ctx.m_allocator, _ptr);
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}
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void OcornutImguiContext::renderDrawLists(ImDrawList** const _lists, int _count)
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{
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s_ctx.render(_lists, _count);
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}
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void IMGUI_create(const void* _data, uint32_t _size, float _fontSize, bx::AllocatorI* _allocator)
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{
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s_ctx.create(_data, _size, _fontSize, _allocator);
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}
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void IMGUI_destroy()
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{
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s_ctx.destroy();
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}
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void IMGUI_beginFrame(int32_t _mx, int32_t _my, uint8_t _button, int _width, int _height, char _inputChar, uint8_t _viewId)
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{
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s_ctx.beginFrame(_mx, _my, _button, _width, _height, _inputChar, _viewId);
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}
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void IMGUI_endFrame()
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{
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s_ctx.endFrame();
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}
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