// // Copyright (c) 2009-2010 Mikko Mononen memon@inside.org // // 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. // // Source altered and distributed from https://github.com/AdrienHerubel/imgui #define _USE_MATH_DEFINES #include #include #include /*#ifdef __APPLE__ #include #else #include #endif */ #include "imgui.h" // Some math headers don't have PI defined. static const float PI = 3.14159265f; void imguifree(void* ptr, void* userptr); void* imguimalloc(size_t size, void* userptr); #define STBTT_malloc(x,y) imguimalloc(x,y) #define STBTT_free(x,y) imguifree(x,y) #define STB_TRUETYPE_IMPLEMENTATION #include "stb_truetype.h" void imguifree(void* ptr, void* /*userptr*/) { free(ptr); } void* imguimalloc(size_t size, void* /*userptr*/) { return malloc(size); } static const unsigned TEMP_COORD_COUNT = 100; static float g_tempCoords[TEMP_COORD_COUNT*2]; static float g_tempNormals[TEMP_COORD_COUNT*2]; static float g_tempVertices[TEMP_COORD_COUNT * 12 + (TEMP_COORD_COUNT - 2) * 6]; static float g_tempTextureCoords[TEMP_COORD_COUNT * 12 + (TEMP_COORD_COUNT - 2) * 6]; static float g_tempColors[TEMP_COORD_COUNT * 24 + (TEMP_COORD_COUNT - 2) * 12]; static const int CIRCLE_VERTS = 8*4; static float g_circleVerts[CIRCLE_VERTS*2]; static stbtt_bakedchar g_cdata[96]; // ASCII 32..126 is 95 glyphs static GLuint g_ftex = 0; static GLuint g_whitetex = 0; static GLuint g_vao = 0; static GLuint g_vbos[3] = {0, 0, 0}; static GLuint g_program = 0; static GLuint g_programViewportLocation = 0; static GLuint g_programTextureLocation = 0; inline unsigned int RGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { return (r) | (g << 8) | (b << 16) | (a << 24); } static void drawPolygon(const float* coords, unsigned numCoords, float r, unsigned int col) { if (numCoords > TEMP_COORD_COUNT) numCoords = TEMP_COORD_COUNT; for (unsigned i = 0, j = numCoords-1; i < numCoords; j=i++) { const float* v0 = &coords[j*2]; const float* v1 = &coords[i*2]; float dx = v1[0] - v0[0]; float dy = v1[1] - v0[1]; float d = sqrtf(dx*dx+dy*dy); if (d > 0) { d = 1.0f/d; dx *= d; dy *= d; } g_tempNormals[j*2+0] = dy; g_tempNormals[j*2+1] = -dx; } float colf[4] = { (float) (col&0xff) / 255.f, (float) ((col>>8)&0xff) / 255.f, (float) ((col>>16)&0xff) / 255.f, (float) ((col>>24)&0xff) / 255.f}; float colTransf[4] = { (float) (col&0xff) / 255.f, (float) ((col>>8)&0xff) / 255.f, (float) ((col>>16)&0xff) / 255.f, 0}; for (unsigned i = 0, j = numCoords-1; i < numCoords; j=i++) { float dlx0 = g_tempNormals[j*2+0]; float dly0 = g_tempNormals[j*2+1]; float dlx1 = g_tempNormals[i*2+0]; float dly1 = g_tempNormals[i*2+1]; float dmx = (dlx0 + dlx1) * 0.5f; float dmy = (dly0 + dly1) * 0.5f; float dmr2 = dmx*dmx + dmy*dmy; if (dmr2 > 0.000001f) { float scale = 1.0f / dmr2; if (scale > 10.0f) scale = 10.0f; dmx *= scale; dmy *= scale; } g_tempCoords[i*2+0] = coords[i*2+0]+dmx*r; g_tempCoords[i*2+1] = coords[i*2+1]+dmy*r; } int vSize = numCoords * 12 + (numCoords - 2) * 6; int uvSize = numCoords * 2 * 6 + (numCoords - 2) * 2 * 3; int cSize = numCoords * 4 * 6 + (numCoords - 2) * 4 * 3; float * v = g_tempVertices; float * uv = g_tempTextureCoords; memset(uv, 0, uvSize * sizeof(float)); float * c = g_tempColors; memset(c, 1, cSize * sizeof(float)); float * ptrV = v; float * ptrC = c; for (unsigned i = 0, j = numCoords-1; i < numCoords; j=i++) { *ptrV = coords[i*2]; *(ptrV+1) = coords[i*2 + 1]; ptrV += 2; *ptrV = coords[j*2]; *(ptrV+1) = coords[j*2 + 1]; ptrV += 2; *ptrV = g_tempCoords[j*2]; *(ptrV+1) = g_tempCoords[j*2 + 1]; ptrV += 2; *ptrV = g_tempCoords[j*2]; *(ptrV+1) = g_tempCoords[j*2 + 1]; ptrV += 2; *ptrV = g_tempCoords[i*2]; *(ptrV+1) = g_tempCoords[i*2 + 1]; ptrV += 2; *ptrV = coords[i*2]; *(ptrV+1) = coords[i*2 + 1]; ptrV += 2; *ptrC = colf[0]; *(ptrC+1) = colf[1]; *(ptrC+2) = colf[2]; *(ptrC+3) = colf[3]; ptrC += 4; *ptrC = colf[0]; *(ptrC+1) = colf[1]; *(ptrC+2) = colf[2]; *(ptrC+3) = colf[3]; ptrC += 4; *ptrC = colTransf[0]; *(ptrC+1) = colTransf[1]; *(ptrC+2) = colTransf[2]; *(ptrC+3) = colTransf[3]; ptrC += 4; *ptrC = colTransf[0]; *(ptrC+1) = colTransf[1]; *(ptrC+2) = colTransf[2]; *(ptrC+3) = colTransf[3]; ptrC += 4; *ptrC = colTransf[0]; *(ptrC+1) = colTransf[1]; *(ptrC+2) = colTransf[2]; *(ptrC+3) = colTransf[3]; ptrC += 4; *ptrC = colf[0]; *(ptrC+1) = colf[1]; *(ptrC+2) = colf[2]; *(ptrC+3) = colf[3]; ptrC += 4; } for (unsigned i = 2; i < numCoords; ++i) { *ptrV = coords[0]; *(ptrV+1) = coords[1]; ptrV += 2; *ptrV = coords[(i-1)*2]; *(ptrV+1) = coords[(i-1)*2+1]; ptrV += 2; *ptrV = coords[i*2]; *(ptrV+1) = coords[i*2 + 1]; ptrV += 2; *ptrC = colf[0]; *(ptrC+1) = colf[1]; *(ptrC+2) = colf[2]; *(ptrC+3) = colf[3]; ptrC += 4; *ptrC = colf[0]; *(ptrC+1) = colf[1]; *(ptrC+2) = colf[2]; *(ptrC+3) = colf[3]; ptrC += 4; *ptrC = colf[0]; *(ptrC+1) = colf[1]; *(ptrC+2) = colf[2]; *(ptrC+3) = colf[3]; ptrC += 4; } glBindTexture(GL_TEXTURE_2D, g_whitetex); glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[0]); glBufferData(GL_ARRAY_BUFFER, vSize*sizeof(float), v, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[1]); glBufferData(GL_ARRAY_BUFFER, uvSize*sizeof(float), uv, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[2]); glBufferData(GL_ARRAY_BUFFER, cSize*sizeof(float), c, GL_STATIC_DRAW); glDrawArrays(GL_TRIANGLES, 0, (numCoords * 2 + numCoords - 2)*3); } static void drawRect(float x, float y, float w, float h, float fth, unsigned int col) { float verts[4*2] = { x+0.5f, y+0.5f, x+w-0.5f, y+0.5f, x+w-0.5f, y+h-0.5f, x+0.5f, y+h-0.5f, }; drawPolygon(verts, 4, fth, col); } /* static void drawEllipse(float x, float y, float w, float h, float fth, unsigned int col) { float verts[CIRCLE_VERTS*2]; const float* cverts = g_circleVerts; float* v = verts; for (int i = 0; i < CIRCLE_VERTS; ++i) { *v++ = x + cverts[i*2]*w; *v++ = y + cverts[i*2+1]*h; } drawPolygon(verts, CIRCLE_VERTS, fth, col); } */ static void drawRoundedRect(float x, float y, float w, float h, float r, float fth, unsigned int col) { const unsigned n = CIRCLE_VERTS/4; float verts[(n+1)*4*2]; const float* cverts = g_circleVerts; float* v = verts; for (unsigned i = 0; i <= n; ++i) { *v++ = x+w-r + cverts[i*2]*r; *v++ = y+h-r + cverts[i*2+1]*r; } for (unsigned i = n; i <= n*2; ++i) { *v++ = x+r + cverts[i*2]*r; *v++ = y+h-r + cverts[i*2+1]*r; } for (unsigned i = n*2; i <= n*3; ++i) { *v++ = x+r + cverts[i*2]*r; *v++ = y+r + cverts[i*2+1]*r; } for (unsigned i = n*3; i < n*4; ++i) { *v++ = x+w-r + cverts[i*2]*r; *v++ = y+r + cverts[i*2+1]*r; } *v++ = x+w-r + cverts[0]*r; *v++ = y+r + cverts[1]*r; drawPolygon(verts, (n+1)*4, fth, col); } static void drawLine(float x0, float y0, float x1, float y1, float r, float fth, unsigned int col) { float dx = x1-x0; float dy = y1-y0; float d = sqrtf(dx*dx+dy*dy); if (d > 0.0001f) { d = 1.0f/d; dx *= d; dy *= d; } float nx = dy; float ny = -dx; float verts[4*2]; r -= fth; r *= 0.5f; if (r < 0.01f) r = 0.01f; dx *= r; dy *= r; nx *= r; ny *= r; verts[0] = x0-dx-nx; verts[1] = y0-dy-ny; verts[2] = x0-dx+nx; verts[3] = y0-dy+ny; verts[4] = x1+dx+nx; verts[5] = y1+dy+ny; verts[6] = x1+dx-nx; verts[7] = y1+dy-ny; drawPolygon(verts, 4, fth, col); } bool imguiRenderGLInit(const char* fontpath) { for (int i = 0; i < CIRCLE_VERTS; ++i) { float a = (float)i/(float)CIRCLE_VERTS * PI*2; g_circleVerts[i*2+0] = cosf(a); g_circleVerts[i*2+1] = sinf(a); } // Load font. FILE* fp = fopen(fontpath, "rb"); if (!fp) return false; fseek(fp, 0, SEEK_END); int size = ftell(fp); fseek(fp, 0, SEEK_SET); unsigned char* ttfBuffer = (unsigned char*)malloc(size); if (!ttfBuffer) { fclose(fp); return false; } fread(ttfBuffer, 1, size, fp); fclose(fp); fp = 0; unsigned char* bmap = (unsigned char*)malloc(512*512); if (!bmap) { free(ttfBuffer); return false; } stbtt_BakeFontBitmap(ttfBuffer,0, FONT_HEIGHT, bmap,512,512, 32,96, g_cdata); // can free ttf_buffer at this point glGenTextures(1, &g_ftex); glBindTexture(GL_TEXTURE_2D, g_ftex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 512,512, 0, GL_RED, GL_UNSIGNED_BYTE, bmap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // can free ttf_buffer at this point unsigned char white_alpha = 255; glGenTextures(1, &g_whitetex); glBindTexture(GL_TEXTURE_2D, g_whitetex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &white_alpha); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glGenVertexArrays(1, &g_vao); glGenBuffers(3, g_vbos); glBindVertexArray(g_vao); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[0]); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[1]); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[2]); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*4, (void*)0); glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW); g_program = glCreateProgram(); const char * vs = "#version 150\n" "uniform vec2 Viewport;\n" "in vec2 VertexPosition;\n" "in vec2 VertexTexCoord;\n" "in vec4 VertexColor;\n" "out vec2 texCoord;\n" "out vec4 vertexColor;\n" "void main(void)\n" "{\n" " vertexColor = VertexColor;\n" " texCoord = VertexTexCoord;\n" " gl_Position = vec4(VertexPosition * 2.0 / Viewport - 1.0, 0.f, 1.0);\n" "}\n"; GLuint vso = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vso, 1, (const char **) &vs, NULL); glCompileShader(vso); glAttachShader(g_program, vso); const char * fs = "#version 150\n" "in vec2 texCoord;\n" "in vec4 vertexColor;\n" "uniform sampler2D Texture;\n" "out vec4 Color;\n" "void main(void)\n" "{\n" " float alpha = texture(Texture, texCoord).r;\n" " Color = vec4(vertexColor.rgb, vertexColor.a * alpha);\n" "}\n"; GLuint fso = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fso, 1, (const char **) &fs, NULL); glCompileShader(fso); glAttachShader(g_program, fso); glBindAttribLocation(g_program, 0, "VertexPosition"); glBindAttribLocation(g_program, 1, "VertexTexCoord"); glBindAttribLocation(g_program, 2, "VertexColor"); glBindFragDataLocation(g_program, 0, "Color"); glLinkProgram(g_program); glDeleteShader(vso); glDeleteShader(fso); glUseProgram(g_program); g_programViewportLocation = glGetUniformLocation(g_program, "Viewport"); g_programTextureLocation = glGetUniformLocation(g_program, "Texture"); glUseProgram(0); free(ttfBuffer); free(bmap); return true; } void imguiRenderGLDestroy() { if (g_ftex) { glDeleteTextures(1, &g_ftex); g_ftex = 0; } if (g_vao) { glDeleteVertexArrays(1, &g_vao); glDeleteBuffers(3, g_vbos); g_vao = 0; } if (g_program) { glDeleteProgram(g_program); g_program = 0; } } static void getBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q) { stbtt_bakedchar *b = chardata + char_index; int round_x = STBTT_ifloor(*xpos + b->xoff); int round_y = STBTT_ifloor(*ypos - b->yoff); q->x0 = (float)round_x; q->y0 = (float)round_y; q->x1 = (float)round_x + b->x1 - b->x0; q->y1 = (float)round_y - b->y1 + b->y0; q->s0 = b->x0 / (float)pw; q->t0 = b->y0 / (float)pw; q->s1 = b->x1 / (float)ph; q->t1 = b->y1 / (float)ph; *xpos += b->xadvance; } static const float g_tabStops[4] = {150, 210, 270, 330}; static float getTextLength(stbtt_bakedchar *chardata, const char* text) { float xpos = 0; float len = 0; while (*text) { int c = (unsigned char)*text; if (c == '\t') { for (int i = 0; i < 4; ++i) { if (xpos < g_tabStops[i]) { xpos = g_tabStops[i]; break; } } } else if (c >= 32 && c < 128) { stbtt_bakedchar *b = chardata + c-32; int round_x = STBTT_ifloor((xpos + b->xoff) + 0.5); len = round_x + b->x1 - b->x0 + 0.5f; xpos += b->xadvance; } ++text; } return len; } static void drawText(float x, float y, const char *text, int align, unsigned int col) { if (!g_ftex) return; if (!text) return; if (align == IMGUI_ALIGN_CENTER) x -= getTextLength(g_cdata, text)/2; else if (align == IMGUI_ALIGN_RIGHT) x -= getTextLength(g_cdata, text); float r = (float) (col&0xff) / 255.f; float g = (float) ((col>>8)&0xff) / 255.f; float b = (float) ((col>>16)&0xff) / 255.f; float a = (float) ((col>>24)&0xff) / 255.f; // assume orthographic projection with units = screen pixels, origin at top left glBindTexture(GL_TEXTURE_2D, g_ftex); const float ox = x; while (*text) { int c = (unsigned char)*text; if (c == '\t') { for (int i = 0; i < 4; ++i) { if (x < g_tabStops[i]+ox) { x = g_tabStops[i]+ox; break; } } } else if (c >= 32 && c < 128) { stbtt_aligned_quad q; getBakedQuad(g_cdata, 512,512, c-32, &x,&y,&q); float v[12] = { q.x0, q.y0, q.x1, q.y1, q.x1, q.y0, q.x0, q.y0, q.x0, q.y1, q.x1, q.y1, }; float uv[12] = { q.s0, q.t0, q.s1, q.t1, q.s1, q.t0, q.s0, q.t0, q.s0, q.t1, q.s1, q.t1, }; float c[24] = { r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a, }; glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[0]); glBufferData(GL_ARRAY_BUFFER, 12*sizeof(float), v, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[1]); glBufferData(GL_ARRAY_BUFFER, 12*sizeof(float), uv, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, g_vbos[2]); glBufferData(GL_ARRAY_BUFFER, 24*sizeof(float), c, GL_STATIC_DRAW); glDrawArrays(GL_TRIANGLES, 0, 6); } ++text; } //glEnd(); //glDisable(GL_TEXTURE_2D); } void imguiRenderGLDraw(int width, int height) { const imguiGfxCmd* q = imguiGetRenderQueue(); int nq = imguiGetRenderQueueSize(); const float s = 1.0f/8.0f; glViewport(0, 0, width, height); glUseProgram(g_program); glActiveTexture(GL_TEXTURE0); glUniform2f(g_programViewportLocation, (float) width, (float) height); glUniform1i(g_programTextureLocation, 0); glDisable(GL_SCISSOR_TEST); for (int i = 0; i < nq; ++i) { const imguiGfxCmd& cmd = q[i]; if (cmd.type == IMGUI_GFXCMD_RECT) { if (cmd.rect.r == 0) { drawRect((float)cmd.rect.x*s+0.5f, (float)cmd.rect.y*s+0.5f, (float)cmd.rect.w*s-1, (float)cmd.rect.h*s-1, 1.0f, cmd.col); } else { drawRoundedRect((float)cmd.rect.x*s+0.5f, (float)cmd.rect.y*s+0.5f, (float)cmd.rect.w*s-1, (float)cmd.rect.h*s-1, (float)cmd.rect.r*s, 1.0f, cmd.col); } } else if (cmd.type == IMGUI_GFXCMD_LINE) { drawLine(cmd.line.x0*s, cmd.line.y0*s, cmd.line.x1*s, cmd.line.y1*s, cmd.line.r*s, 1.0f, cmd.col); } else if (cmd.type == IMGUI_GFXCMD_TRIANGLE) { if (cmd.flags == 1) { const float verts[3*2] = { (float)cmd.rect.x*s+0.5f, (float)cmd.rect.y*s+0.5f, (float)cmd.rect.x*s+0.5f+(float)cmd.rect.w*s-1, (float)cmd.rect.y*s+0.5f+(float)cmd.rect.h*s/2-0.5f, (float)cmd.rect.x*s+0.5f, (float)cmd.rect.y*s+0.5f+(float)cmd.rect.h*s-1, }; drawPolygon(verts, 3, 1.0f, cmd.col); } if (cmd.flags == 2) { const float verts[3*2] = { (float)cmd.rect.x*s+0.5f, (float)cmd.rect.y*s+0.5f+(float)cmd.rect.h*s-1, (float)cmd.rect.x*s+0.5f+(float)cmd.rect.w*s/2-0.5f, (float)cmd.rect.y*s+0.5f, (float)cmd.rect.x*s+0.5f+(float)cmd.rect.w*s-1, (float)cmd.rect.y*s+0.5f+(float)cmd.rect.h*s-1, }; drawPolygon(verts, 3, 1.0f, cmd.col); } } else if (cmd.type == IMGUI_GFXCMD_TEXT) { drawText(cmd.text.x, cmd.text.y, cmd.text.text, cmd.text.align, cmd.col); } else if (cmd.type == IMGUI_GFXCMD_SCISSOR) { if (cmd.flags) { glEnable(GL_SCISSOR_TEST); glScissor(cmd.rect.x, cmd.rect.y, cmd.rect.w, cmd.rect.h); } else { glDisable(GL_SCISSOR_TEST); } } } glDisable(GL_SCISSOR_TEST); }