696 lines
24 KiB
C++
696 lines
24 KiB
C++
//
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// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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// Source altered and distributed from https://github.com/AdrienHerubel/imgui
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <stdio.h>
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#include <GL/glew.h>
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/*#ifdef __APPLE__
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#include <OpenGL/gl3.h>
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#else
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#include <GL/gl.h>
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#endif
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*/
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#include "imgui.h"
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// Some math headers don't have PI defined.
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static const float PI = 3.14159265f;
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void imguifree(void* ptr, void* userptr);
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void* imguimalloc(size_t size, void* userptr);
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#define STBTT_malloc(x,y) imguimalloc(x,y)
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#define STBTT_free(x,y) imguifree(x,y)
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#define STB_TRUETYPE_IMPLEMENTATION
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#include "stb_truetype.h"
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void imguifree(void* ptr, void* /*userptr*/)
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{
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free(ptr);
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}
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void* imguimalloc(size_t size, void* /*userptr*/)
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{
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return malloc(size);
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}
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static const unsigned TEMP_COORD_COUNT = 100;
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static float g_tempCoords[TEMP_COORD_COUNT*2];
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static float g_tempNormals[TEMP_COORD_COUNT*2];
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static float g_tempVertices[TEMP_COORD_COUNT * 12 + (TEMP_COORD_COUNT - 2) * 6];
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static float g_tempTextureCoords[TEMP_COORD_COUNT * 12 + (TEMP_COORD_COUNT - 2) * 6];
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static float g_tempColors[TEMP_COORD_COUNT * 24 + (TEMP_COORD_COUNT - 2) * 12];
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static const int CIRCLE_VERTS = 8*4;
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static float g_circleVerts[CIRCLE_VERTS*2];
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static stbtt_bakedchar g_cdata[96]; // ASCII 32..126 is 95 glyphs
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static GLuint g_ftex = 0;
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static GLuint g_whitetex = 0;
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static GLuint g_vao = 0;
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static GLuint g_vbos[3] = {0, 0, 0};
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static GLuint g_program = 0;
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static GLuint g_programViewportLocation = 0;
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static GLuint g_programTextureLocation = 0;
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inline unsigned int RGBA(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
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{
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return (r) | (g << 8) | (b << 16) | (a << 24);
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}
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static void drawPolygon(const float* coords, unsigned numCoords, float r, unsigned int col)
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{
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if (numCoords > TEMP_COORD_COUNT) numCoords = TEMP_COORD_COUNT;
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for (unsigned i = 0, j = numCoords-1; i < numCoords; j=i++)
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{
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const float* v0 = &coords[j*2];
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const float* v1 = &coords[i*2];
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float dx = v1[0] - v0[0];
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float dy = v1[1] - v0[1];
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float d = sqrtf(dx*dx+dy*dy);
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if (d > 0)
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{
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d = 1.0f/d;
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dx *= d;
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dy *= d;
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}
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g_tempNormals[j*2+0] = dy;
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g_tempNormals[j*2+1] = -dx;
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}
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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};
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float colTransf[4] = { (float) (col&0xff) / 255.f, (float) ((col>>8)&0xff) / 255.f, (float) ((col>>16)&0xff) / 255.f, 0};
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for (unsigned i = 0, j = numCoords-1; i < numCoords; j=i++)
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{
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float dlx0 = g_tempNormals[j*2+0];
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float dly0 = g_tempNormals[j*2+1];
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float dlx1 = g_tempNormals[i*2+0];
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float dly1 = g_tempNormals[i*2+1];
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float dmx = (dlx0 + dlx1) * 0.5f;
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float dmy = (dly0 + dly1) * 0.5f;
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float dmr2 = dmx*dmx + dmy*dmy;
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if (dmr2 > 0.000001f)
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{
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float scale = 1.0f / dmr2;
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if (scale > 10.0f) scale = 10.0f;
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dmx *= scale;
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dmy *= scale;
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}
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g_tempCoords[i*2+0] = coords[i*2+0]+dmx*r;
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g_tempCoords[i*2+1] = coords[i*2+1]+dmy*r;
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}
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int vSize = numCoords * 12 + (numCoords - 2) * 6;
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int uvSize = numCoords * 2 * 6 + (numCoords - 2) * 2 * 3;
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int cSize = numCoords * 4 * 6 + (numCoords - 2) * 4 * 3;
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float * v = g_tempVertices;
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float * uv = g_tempTextureCoords;
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memset(uv, 0, uvSize * sizeof(float));
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float * c = g_tempColors;
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memset(c, 1, cSize * sizeof(float));
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float * ptrV = v;
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float * ptrC = c;
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for (unsigned i = 0, j = numCoords-1; i < numCoords; j=i++)
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{
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*ptrV = coords[i*2];
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*(ptrV+1) = coords[i*2 + 1];
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ptrV += 2;
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*ptrV = coords[j*2];
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*(ptrV+1) = coords[j*2 + 1];
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ptrV += 2;
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*ptrV = g_tempCoords[j*2];
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*(ptrV+1) = g_tempCoords[j*2 + 1];
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ptrV += 2;
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*ptrV = g_tempCoords[j*2];
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*(ptrV+1) = g_tempCoords[j*2 + 1];
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ptrV += 2;
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*ptrV = g_tempCoords[i*2];
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*(ptrV+1) = g_tempCoords[i*2 + 1];
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ptrV += 2;
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*ptrV = coords[i*2];
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*(ptrV+1) = coords[i*2 + 1];
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ptrV += 2;
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*ptrC = colf[0];
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*(ptrC+1) = colf[1];
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*(ptrC+2) = colf[2];
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*(ptrC+3) = colf[3];
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ptrC += 4;
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*ptrC = colf[0];
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*(ptrC+1) = colf[1];
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*(ptrC+2) = colf[2];
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*(ptrC+3) = colf[3];
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ptrC += 4;
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*ptrC = colTransf[0];
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*(ptrC+1) = colTransf[1];
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*(ptrC+2) = colTransf[2];
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*(ptrC+3) = colTransf[3];
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ptrC += 4;
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*ptrC = colTransf[0];
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*(ptrC+1) = colTransf[1];
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*(ptrC+2) = colTransf[2];
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*(ptrC+3) = colTransf[3];
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ptrC += 4;
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*ptrC = colTransf[0];
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*(ptrC+1) = colTransf[1];
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*(ptrC+2) = colTransf[2];
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*(ptrC+3) = colTransf[3];
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ptrC += 4;
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*ptrC = colf[0];
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*(ptrC+1) = colf[1];
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*(ptrC+2) = colf[2];
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*(ptrC+3) = colf[3];
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ptrC += 4;
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}
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for (unsigned i = 2; i < numCoords; ++i)
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{
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*ptrV = coords[0];
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*(ptrV+1) = coords[1];
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ptrV += 2;
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*ptrV = coords[(i-1)*2];
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*(ptrV+1) = coords[(i-1)*2+1];
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ptrV += 2;
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*ptrV = coords[i*2];
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*(ptrV+1) = coords[i*2 + 1];
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ptrV += 2;
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*ptrC = colf[0];
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*(ptrC+1) = colf[1];
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*(ptrC+2) = colf[2];
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*(ptrC+3) = colf[3];
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ptrC += 4;
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*ptrC = colf[0];
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*(ptrC+1) = colf[1];
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*(ptrC+2) = colf[2];
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*(ptrC+3) = colf[3];
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ptrC += 4;
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*ptrC = colf[0];
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*(ptrC+1) = colf[1];
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*(ptrC+2) = colf[2];
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*(ptrC+3) = colf[3];
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ptrC += 4;
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}
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glBindTexture(GL_TEXTURE_2D, g_whitetex);
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glBindVertexArray(g_vao);
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glBindBuffer(GL_ARRAY_BUFFER, g_vbos[0]);
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glBufferData(GL_ARRAY_BUFFER, vSize*sizeof(float), v, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, g_vbos[1]);
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glBufferData(GL_ARRAY_BUFFER, uvSize*sizeof(float), uv, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, g_vbos[2]);
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glBufferData(GL_ARRAY_BUFFER, cSize*sizeof(float), c, GL_STATIC_DRAW);
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glDrawArrays(GL_TRIANGLES, 0, (numCoords * 2 + numCoords - 2)*3);
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}
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static void drawRect(float x, float y, float w, float h, float fth, unsigned int col)
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{
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float verts[4*2] =
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{
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x+0.5f, y+0.5f,
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x+w-0.5f, y+0.5f,
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x+w-0.5f, y+h-0.5f,
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x+0.5f, y+h-0.5f,
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};
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drawPolygon(verts, 4, fth, col);
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}
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/*
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static void drawEllipse(float x, float y, float w, float h, float fth, unsigned int col)
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{
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float verts[CIRCLE_VERTS*2];
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const float* cverts = g_circleVerts;
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float* v = verts;
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for (int i = 0; i < CIRCLE_VERTS; ++i)
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{
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*v++ = x + cverts[i*2]*w;
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*v++ = y + cverts[i*2+1]*h;
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}
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drawPolygon(verts, CIRCLE_VERTS, fth, col);
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}
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*/
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static void drawRoundedRect(float x, float y, float w, float h, float r, float fth, unsigned int col)
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{
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const unsigned n = CIRCLE_VERTS/4;
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float verts[(n+1)*4*2];
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const float* cverts = g_circleVerts;
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float* v = verts;
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for (unsigned i = 0; i <= n; ++i)
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{
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*v++ = x+w-r + cverts[i*2]*r;
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*v++ = y+h-r + cverts[i*2+1]*r;
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}
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for (unsigned i = n; i <= n*2; ++i)
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{
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*v++ = x+r + cverts[i*2]*r;
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*v++ = y+h-r + cverts[i*2+1]*r;
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}
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for (unsigned i = n*2; i <= n*3; ++i)
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{
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*v++ = x+r + cverts[i*2]*r;
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*v++ = y+r + cverts[i*2+1]*r;
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}
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for (unsigned i = n*3; i < n*4; ++i)
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{
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*v++ = x+w-r + cverts[i*2]*r;
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*v++ = y+r + cverts[i*2+1]*r;
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}
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*v++ = x+w-r + cverts[0]*r;
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*v++ = y+r + cverts[1]*r;
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drawPolygon(verts, (n+1)*4, fth, col);
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}
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static void drawLine(float x0, float y0, float x1, float y1, float r, float fth, unsigned int col)
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{
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float dx = x1-x0;
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float dy = y1-y0;
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float d = sqrtf(dx*dx+dy*dy);
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if (d > 0.0001f)
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{
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d = 1.0f/d;
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dx *= d;
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dy *= d;
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}
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float nx = dy;
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float ny = -dx;
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float verts[4*2];
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r -= fth;
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r *= 0.5f;
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if (r < 0.01f) r = 0.01f;
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dx *= r;
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dy *= r;
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nx *= r;
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ny *= r;
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verts[0] = x0-dx-nx;
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verts[1] = y0-dy-ny;
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verts[2] = x0-dx+nx;
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verts[3] = y0-dy+ny;
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verts[4] = x1+dx+nx;
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verts[5] = y1+dy+ny;
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verts[6] = x1+dx-nx;
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verts[7] = y1+dy-ny;
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drawPolygon(verts, 4, fth, col);
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}
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bool imguiRenderGLInit(const char* fontpath)
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{
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for (int i = 0; i < CIRCLE_VERTS; ++i)
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{
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float a = (float)i/(float)CIRCLE_VERTS * PI*2;
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g_circleVerts[i*2+0] = cosf(a);
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g_circleVerts[i*2+1] = sinf(a);
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}
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// Load font.
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FILE* fp = fopen(fontpath, "rb");
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if (!fp) return false;
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fseek(fp, 0, SEEK_END);
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int size = ftell(fp);
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fseek(fp, 0, SEEK_SET);
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unsigned char* ttfBuffer = (unsigned char*)malloc(size);
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if (!ttfBuffer)
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{
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fclose(fp);
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return false;
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}
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fread(ttfBuffer, 1, size, fp);
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fclose(fp);
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fp = 0;
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unsigned char* bmap = (unsigned char*)malloc(512*512);
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if (!bmap)
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{
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free(ttfBuffer);
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return false;
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}
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stbtt_BakeFontBitmap(ttfBuffer,0, FONT_HEIGHT, bmap,512,512, 32,96, g_cdata);
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// can free ttf_buffer at this point
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glGenTextures(1, &g_ftex);
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glBindTexture(GL_TEXTURE_2D, g_ftex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 512,512, 0, GL_RED, GL_UNSIGNED_BYTE, bmap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// can free ttf_buffer at this point
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unsigned char white_alpha = 255;
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glGenTextures(1, &g_whitetex);
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glBindTexture(GL_TEXTURE_2D, g_whitetex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &white_alpha);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glGenVertexArrays(1, &g_vao);
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glGenBuffers(3, g_vbos);
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glBindVertexArray(g_vao);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, g_vbos[0]);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
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glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, g_vbos[1]);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
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glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, g_vbos[2]);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*4, (void*)0);
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glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW);
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g_program = glCreateProgram();
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const char * vs =
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"#version 150\n"
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"uniform vec2 Viewport;\n"
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"in vec2 VertexPosition;\n"
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"in vec2 VertexTexCoord;\n"
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"in vec4 VertexColor;\n"
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"out vec2 texCoord;\n"
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"out vec4 vertexColor;\n"
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"void main(void)\n"
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"{\n"
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" vertexColor = VertexColor;\n"
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" texCoord = VertexTexCoord;\n"
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" gl_Position = vec4(VertexPosition * 2.0 / Viewport - 1.0, 0.f, 1.0);\n"
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"}\n";
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GLuint vso = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vso, 1, (const char **) &vs, NULL);
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glCompileShader(vso);
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glAttachShader(g_program, vso);
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const char * fs =
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"#version 150\n"
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"in vec2 texCoord;\n"
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"in vec4 vertexColor;\n"
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"uniform sampler2D Texture;\n"
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"out vec4 Color;\n"
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"void main(void)\n"
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"{\n"
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" float alpha = texture(Texture, texCoord).r;\n"
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" Color = vec4(vertexColor.rgb, vertexColor.a * alpha);\n"
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"}\n";
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GLuint fso = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fso, 1, (const char **) &fs, NULL);
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glCompileShader(fso);
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glAttachShader(g_program, fso);
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glBindAttribLocation(g_program, 0, "VertexPosition");
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glBindAttribLocation(g_program, 1, "VertexTexCoord");
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glBindAttribLocation(g_program, 2, "VertexColor");
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glBindFragDataLocation(g_program, 0, "Color");
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glLinkProgram(g_program);
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glDeleteShader(vso);
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glDeleteShader(fso);
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glUseProgram(g_program);
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g_programViewportLocation = glGetUniformLocation(g_program, "Viewport");
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g_programTextureLocation = glGetUniformLocation(g_program, "Texture");
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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);
|
|
}
|