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/********************************************************************************
* ReactPhysics3D physics library , http : //www.reactphysics3d.com *
* Copyright ( c ) 2010 - 2015 Daniel Chappuis *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* *
* This software is provided ' as - is ' , without any express or implied warranty . *
* In no event will the authors be held liable for any damages arising from the *
* use of this software . *
* *
* Permission is granted to anyone to use this software for any purpose , *
* including commercial applications , and to alter it and redistribute it *
* freely , subject to the following restrictions : *
* *
* 1. The origin of this software must not be misrepresented ; you must not claim *
* that you wrote the original software . If you use this software in a *
* product , an acknowledgment in the product documentation would be *
* appreciated but is not required . *
* *
* 2. Altered source versions must be plainly marked as such , and must not be *
* misrepresented as being the original software . *
* *
* 3. This notice may not be removed or altered from any source distribution . *
* *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
// Libraries
# include "Gui.h"
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# include <GLFW/glfw3.h>
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# include "TestbedApplication.h"
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GLFWwindow * Gui : : mWindow = NULL ;
double Gui : : g_Time = 0.0f ;
bool Gui : : g_MousePressed [ 3 ] = { false , false , false } ;
float Gui : : g_MouseWheel = 0.0f ;
GLuint Gui : : g_FontTexture = 0 ;
size_t Gui : : g_VboSize = 0 ;
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int Gui : : g_AttribLocationTex = 0 , Gui : : g_AttribLocationProjMtx = 0 ;
int Gui : : g_AttribLocationPosition = 0 , Gui : : g_AttribLocationUV = 0 , Gui : : g_AttribLocationColor = 0 ;
Shader Gui : : mShader ;
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openglframework : : VertexBufferObject Gui : : mVBO ( GL_ARRAY_BUFFER ) ;
openglframework : : VertexArrayObject Gui : : mVAO ;
Gui : : LeftPane Gui : : mLeftPane = SCENES ;
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// Constructor
Gui : : Gui ( ) {
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g_Time = 0.0f ;
g_MousePressed [ 0 ] = false ;
g_MousePressed [ 1 ] = false ;
g_MousePressed [ 2 ] = false ;
g_MouseWheel = 0.0f ;
g_FontTexture = 0 ;
g_VboSize = 0 ;
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}
// Destructor
Gui : : ~ Gui ( ) {
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mVAO . destroy ( ) ;
mVBO . destroy ( ) ;
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mShader . destroy ( ) ;
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if ( g_FontTexture )
{
glDeleteTextures ( 1 , & g_FontTexture ) ;
ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
g_FontTexture = 0 ;
}
ImGui : : Shutdown ( ) ;
}
// Create and return the singleton instance of this class
Gui & Gui : : getInstance ( ) {
static Gui instance ;
return instance ;
}
/// Initialize the GUI
void Gui : : init ( ) {
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . KeyMap [ ImGuiKey_Tab ] = GLFW_KEY_TAB ;
io . KeyMap [ ImGuiKey_LeftArrow ] = GLFW_KEY_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = GLFW_KEY_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = GLFW_KEY_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = GLFW_KEY_DOWN ;
io . KeyMap [ ImGuiKey_Home ] = GLFW_KEY_HOME ;
io . KeyMap [ ImGuiKey_End ] = GLFW_KEY_END ;
io . KeyMap [ ImGuiKey_Delete ] = GLFW_KEY_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = GLFW_KEY_BACKSPACE ;
io . KeyMap [ ImGuiKey_Enter ] = GLFW_KEY_ENTER ;
io . KeyMap [ ImGuiKey_Escape ] = GLFW_KEY_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = GLFW_KEY_A ;
io . KeyMap [ ImGuiKey_C ] = GLFW_KEY_C ;
io . KeyMap [ ImGuiKey_V ] = GLFW_KEY_V ;
io . KeyMap [ ImGuiKey_X ] = GLFW_KEY_X ;
io . KeyMap [ ImGuiKey_Y ] = GLFW_KEY_Y ;
io . KeyMap [ ImGuiKey_Z ] = GLFW_KEY_Z ;
io . RenderDrawListsFn = renderDrawLists ;
io . SetClipboardTextFn = setClipboardText ;
io . GetClipboardTextFn = getClipboardText ;
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io . FontGlobalScale = GUI_SCALING ;
}
void Gui : : displayHeader ( ) {
ImVec2 buttonSize ( 120 , 40 ) ;
int display_w , display_h ;
glfwGetFramebufferSize ( mWindow , & display_w , & display_h ) ;
ImGuiWindowFlags window_flags = 0 ;
window_flags | = ImGuiWindowFlags_NoTitleBar ;
window_flags | = ImGuiWindowFlags_NoResize ;
window_flags | = ImGuiWindowFlags_NoMove ;
ImGui : : PushID ( " Header " ) ;
ImGui : : PushStyleColor ( ImGuiCol_WindowBg , BACKGROUND_COLOR ) ;
ImGui : : Begin ( " Header " , NULL , ImVec2 ( display_w , HEADER_HEIGHT ) , 1.0f , window_flags ) ;
ImGui : : SetWindowPos ( ImVec2 ( 0 , 0 ) ) ;
ImGui : : Button ( " Play " , buttonSize ) ; ImGui : : SameLine ( ) ;
ImGui : : Button ( " Pause " , buttonSize ) ; ImGui : : SameLine ( ) ;
ImGui : : Button ( " Step " , buttonSize ) ; ImGui : : SameLine ( ) ;
ImGui : : Button ( " Restart " , buttonSize ) ; ImGui : : SameLine ( ) ;
ImGui : : End ( ) ;
ImGui : : PopStyleColor ( 1 ) ;
ImGui : : PopID ( ) ;
}
void Gui : : displayLeftPane ( ) {
const int nbButtonsHeader = 4 ;
ImVec2 buttonSize ( LEFT_PANE_WIDTH / nbButtonsHeader - 9 , LEFT_PANE_HEADER_HEIGHT ) ;
int display_w , display_h ;
glfwGetFramebufferSize ( mWindow , & display_w , & display_h ) ;
ImGuiWindowFlags window_flags = 0 ;
window_flags | = ImGuiWindowFlags_NoTitleBar ;
window_flags | = ImGuiWindowFlags_NoResize ;
window_flags | = ImGuiWindowFlags_NoMove ;
ImGui : : PushID ( " LeftPane " ) ;
ImGui : : PushStyleColor ( ImGuiCol_WindowBg , BACKGROUND_COLOR ) ;
ImGui : : Begin ( " LeftPane " , NULL , ImVec2 ( LEFT_PANE_WIDTH , display_h - HEADER_HEIGHT ) , 1.0f , window_flags ) ;
ImGui : : SetWindowPos ( ImVec2 ( 0 , HEADER_HEIGHT ) ) ;
// ----- Left Pane Header ----- //
ImGui : : Button ( " Scenes " , buttonSize ) ; ImGui : : SameLine ( ) ;
ImGui : : Button ( " Physics " , buttonSize ) ; ImGui : : SameLine ( ) ;
ImGui : : Button ( " Rendering " , buttonSize ) ; ImGui : : SameLine ( ) ;
ImGui : : Button ( " Profiling " , buttonSize ) ;
// Display the left pane content
switch ( mLeftPane ) {
case SCENES : displayScenesPane ( ) ; break ;
case PHYSICS : displayPhysicsPane ( ) ; break ;
case RENDERING : displayRenderingPane ( ) ; break ;
case PROFILING : displayProfilingPane ( ) ; break ;
}
ImGui : : End ( ) ;
ImGui : : PopStyleColor ( 1 ) ;
ImGui : : PopID ( ) ;
}
// Display the list of scenes
void Gui : : displayScenesPane ( ) {
static int choice = 0 ;
int startChoice = choice ;
TestbedApplication & app = TestbedApplication : : getInstance ( ) ;
std : : vector < Scene * > scenes = app . getScenes ( ) ;
// For each scene
for ( int i = 0 ; i < scenes . size ( ) ; i + + ) {
// Display a radio button
ImGui : : RadioButton ( scenes [ i ] - > getName ( ) . c_str ( ) , & choice , i ) ;
}
// If the user changed scene
if ( choice ! = startChoice ) {
app . switchScene ( scenes [ choice ] ) ;
}
}
void Gui : : displayPhysicsPane ( ) {
}
void Gui : : displayRenderingPane ( ) {
}
void Gui : : displayProfilingPane ( ) {
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}
void Gui : : createDeviceObjects ( ) {
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mShader . create ( " shaders/gui.vert " , " shaders/gui.frag " ) ;
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GLuint shaderID = mShader . getProgramObjectId ( ) ;
g_AttribLocationTex = glGetUniformLocation ( shaderID , " Texture " ) ;
g_AttribLocationProjMtx = glGetUniformLocation ( shaderID , " ProjMtx " ) ;
g_AttribLocationPosition = glGetAttribLocation ( shaderID , " Position " ) ;
g_AttribLocationUV = glGetAttribLocation ( shaderID , " UV " ) ;
g_AttribLocationColor = glGetAttribLocation ( shaderID , " Color " ) ;
mVBO . create ( ) ;
mVAO . create ( ) ;
mVAO . bind ( ) ;
mVBO . bind ( ) ;
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
mVAO . unbind ( ) ;
mVBO . unbind ( ) ;
createFontTextures ( ) ;
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}
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// Display the GUI
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void Gui : : render ( ) {
ImGuiIO & io = ImGui : : GetIO ( ) ;
//glfwPollEvents();
beginNewFrame ( ) ;
bool show_test_window = true ;
bool show_another_window = false ;
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ImVec4 clear_color = ImColor ( 255 , 255 , 255 ) ;
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displayHeader ( ) ;
displayLeftPane ( ) ;
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ImGui : : ShowTestWindow ( ) ;
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// Render the GUI
ImGui : : Render ( ) ;
}
void Gui : : beginNewFrame ( ) {
if ( ! g_FontTexture )
createDeviceObjects ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
int display_w , display_h ;
glfwGetWindowSize ( mWindow , & w , & h ) ;
glfwGetFramebufferSize ( mWindow , & display_w , & display_h ) ;
io . DisplaySize = ImVec2 ( ( float ) display_w , ( float ) display_h ) ;
// Setup time step
double current_time = glfwGetTime ( ) ;
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 ( glfwGetWindowAttrib ( mWindow , GLFW_FOCUSED ) )
{
double mouse_x , mouse_y ;
glfwGetCursorPos ( mWindow , & mouse_x , & mouse_y ) ;
mouse_x * = ( float ) display_w / w ; // Convert mouse coordinates to pixels
mouse_y * = ( float ) display_h / h ;
io . MousePos = ImVec2 ( ( float ) mouse_x , ( float ) mouse_y ) ; // Mouse position, in pixels (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 ] | | glfwGetMouseButton ( mWindow , i ) ! = 0 ; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed [ i ] = false ;
}
io . MouseWheel = g_MouseWheel ;
g_MouseWheel = 0.0f ;
// Hide/show hardware mouse cursor
glfwSetInputMode ( mWindow , GLFW_CURSOR , io . MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL ) ;
// Start the frame
ImGui : : NewFrame ( ) ;
}
void Gui : : createFontTextures ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ; // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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 ;
}
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void Gui : : renderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
if ( cmd_lists_count = = 0 )
return ;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
GLint last_program , last_texture ;
glGetIntegerv ( GL_CURRENT_PROGRAM , & last_program ) ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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 ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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// Setup orthographic projection matrix
const float width = ImGui : : GetIO ( ) . DisplaySize . x ;
const float height = ImGui : : GetIO ( ) . DisplaySize . y ;
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Matrix4 orthoProj ( 2.0f / width , 0.0f , 0.0f , 0.0f ,
0.0f , 2.0 / - height , 0.0f , 0.0f ,
0.0f , 0.0f , - 1.0f , 0.0f ,
- 1.0f , 1.0f , 0.0f , 1.0f ) ;
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const float ortho_projection [ 4 ] [ 4 ] =
{
{ 2.0f / width , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / - height , 0.0f , 0.0f } ,
{ 0.0f , 0.0f , - 1.0f , 0.0f } ,
{ - 1.0f , 1.0f , 0.0f , 1.0f } ,
} ;
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mShader . bind ( ) ;
//mShader.setIntUniform("Texture", 0);
//mShader.setMatrix4x4Uniform("ProjMtx", orthoProj);
///glUseProgram(g_ShaderHandle);
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glUniform1i ( g_AttribLocationTex , 0 ) ;
glUniformMatrix4fv ( g_AttribLocationProjMtx , 1 , GL_FALSE , & ortho_projection [ 0 ] [ 0 ] ) ;
// Grow our buffer according to what we need
size_t total_vtx_count = 0 ;
for ( int n = 0 ; n < cmd_lists_count ; n + + )
total_vtx_count + = cmd_lists [ n ] - > vtx_buffer . size ( ) ;
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mVBO . bind ( ) ;
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size_t needed_vtx_size = total_vtx_count * sizeof ( ImDrawVert ) ;
if ( g_VboSize < needed_vtx_size )
{
g_VboSize = needed_vtx_size + 5000 * sizeof ( ImDrawVert ) ; // Grow buffer
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mVBO . copyDataIntoVBO ( g_VboSize , NULL , GL_STREAM_DRAW ) ;
//glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
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}
// Copy and convert all vertices into a single contiguous buffer
unsigned char * buffer_data = ( unsigned char * ) glMapBuffer ( GL_ARRAY_BUFFER , GL_WRITE_ONLY ) ;
if ( ! buffer_data )
return ;
for ( int n = 0 ; n < cmd_lists_count ; n + + )
{
const ImDrawList * cmd_list = cmd_lists [ n ] ;
memcpy ( buffer_data , & cmd_list - > vtx_buffer [ 0 ] , cmd_list - > vtx_buffer . size ( ) * sizeof ( ImDrawVert ) ) ;
buffer_data + = cmd_list - > vtx_buffer . size ( ) * sizeof ( ImDrawVert ) ;
}
glUnmapBuffer ( GL_ARRAY_BUFFER ) ;
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mVBO . unbind ( ) ;
mVAO . bind ( ) ;
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int cmd_offset = 0 ;
for ( int n = 0 ; n < cmd_lists_count ; n + + )
{
const ImDrawList * cmd_list = cmd_lists [ n ] ;
int vtx_offset = cmd_offset ;
const ImDrawCmd * pcmd_end = cmd_list - > commands . end ( ) ;
for ( const ImDrawCmd * pcmd = cmd_list - > commands . begin ( ) ; pcmd ! = pcmd_end ; pcmd + + )
{
if ( pcmd - > user_callback )
{
pcmd - > user_callback ( cmd_list , pcmd ) ;
}
else
{
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > texture_id ) ;
glScissor ( ( int ) pcmd - > clip_rect . x , ( int ) ( height - pcmd - > clip_rect . w ) , ( int ) ( pcmd - > clip_rect . z - pcmd - > clip_rect . x ) , ( int ) ( pcmd - > clip_rect . w - pcmd - > clip_rect . y ) ) ;
glDrawArrays ( GL_TRIANGLES , vtx_offset , pcmd - > vtx_count ) ;
}
vtx_offset + = pcmd - > vtx_count ;
}
cmd_offset = vtx_offset ;
}
// Restore modified state
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mVAO . unbind ( ) ;
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glUseProgram ( last_program ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
}
const char * Gui : : getClipboardText ( ) {
return glfwGetClipboardString ( mWindow ) ;
}
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void Gui : : setClipboardText ( const char * text ) {
glfwSetClipboardString ( mWindow , text ) ;
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}