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https://git.mirrors.martin98.com/https://github.com/syoyo/tinygltf.git
synced 2025-04-21 05:29:52 +08:00

The Gizmo feels a little bit nicer to use in the latest version Signed-off-by: Arthur Brainville (Ybalrid) <ybalrid@ybalrid.info>
343 lines
11 KiB
C++
343 lines
11 KiB
C++
// ImGui BtGui binding with OpenGL based on Imgui Glfw binding.
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#include "imgui_impl_btgui.h"
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#ifdef _MSC_VER
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#pragma warning(disable : 4100)
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#endif
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#define USE_OPENGL2
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#include "OpenGLWindow/OpenGLInclude.h"
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#ifdef _WIN32
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#include "OpenGLWindow/Win32OpenGLWindow.h"
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#elif defined __APPLE__
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#include "OpenGLWindow/MacOpenGLWindow.h"
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#else
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// assume linux
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#include "OpenGLWindow/X11OpenGLWindow.h"
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#endif
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#include <imgui_internal.h>
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#include <cstdio>
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#define IMGUI_B3G_CONTROL (300)
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#define IMGUI_B3G_SHIFT (301)
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#define IMGUI_B3G_ALT (301)
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// Data
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static b3gDefaultOpenGLWindow* g_Window = NULL;
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// static double g_Time = 0.0f;
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static bool g_MousePressed[3] = {false, false, false};
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static float g_MouseWheel = 0.0f;
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static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to
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// ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by
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// (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplBtGui_RenderDrawLists(ImDrawData* draw_data) {
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// Avoid rendering when minimized, scale coordinates for retina displays
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// (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0) return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// We are using the OpenGL fixed pipeline to make the example code simpler to
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// read!
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// Setup render state: alpha-blending enabled, no face culling, no depth
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// testing, scissor enabled, vertex/texcoord/color pointers.
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_viewport[4];
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glGetIntegerv(GL_VIEWPORT, last_viewport);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnable(GL_TEXTURE_2D);
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// glUseProgram(0); // You may want this if using this code in an OpenGL 3+
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// context
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Render command lists
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#define OFFSETOF(TYPE, ELEMENT) ((size_t) & (((TYPE*)0)->ELEMENT))
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for (int n = 0; n < draw_data->CmdListsCount; n++) {
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const unsigned char* vtx_buffer =
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(const unsigned char*)&cmd_list->VtxBuffer.front();
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const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert),
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(void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert),
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(void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert),
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(void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) {
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback) {
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pcmd->UserCallback(cmd_list, pcmd);
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} else {
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w),
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(int)(pcmd->ClipRect.z - pcmd->ClipRect.x),
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(int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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glDrawElements(
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GL_TRIANGLES, (GLsizei)pcmd->ElemCount,
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sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
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idx_buffer);
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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#undef OFFSETOF
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// Restore modified state
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2],
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(GLsizei)last_viewport[3]);
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}
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static const char* ImGui_ImplBtGui_GetClipboardText(void* user_ctx) {
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// @todo
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return NULL; // glfwGetClipboardString(g_Window);
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}
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static void ImGui_ImplBtGui_SetClipboardText(void* user_ctx, const char* text) {
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// @todo
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return;
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// glfwSetClipboardString(g_Window, text);
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}
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void ImGui_ImplBtGui_SetMouseButtonState(int button, bool pressed) {
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if (button >= 0 && button < 3) {
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g_MousePressed[button] = pressed;
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}
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}
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void ImGui_ImplBtGui_SetKeyState(int key, bool pressed) {
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ImGuiIO& io = ImGui::GetIO();
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// Remap keycode manually here.
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if (key == B3G_RETURN) {
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key = ImGuiKey_Enter;
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} else if ((key == B3G_BACKSPACE) || (key == 8)) {
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key = ImGuiKey_Backspace;
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} else if (key == 9) {
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key = ImGuiKey_Tab;
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} else if (key == B3G_DELETE) {
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key = ImGuiKey_Delete;
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} else if (key == B3G_END) {
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key = ImGuiKey_End;
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} else if (key == B3G_HOME) {
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key = ImGuiKey_Home;
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} else if (key == B3G_LEFT_ARROW) {
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key = ImGuiKey_LeftArrow;
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} else if (key == B3G_RIGHT_ARROW) {
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key = ImGuiKey_RightArrow;
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} else if (key == B3G_UP_ARROW) {
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key = ImGuiKey_UpArrow;
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} else if (key == B3G_DOWN_ARROW) {
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key = ImGuiKey_DownArrow;
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} else if (key == B3G_ESCAPE) {
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key = ImGuiKey_Escape;
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} else if (key == B3G_CONTROL) {
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key = IMGUI_B3G_CONTROL;
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} else if (key == B3G_ALT) {
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key = IMGUI_B3G_ALT;
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} else if (key == B3G_SHIFT) {
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key = IMGUI_B3G_SHIFT;
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}
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if (key >= 0 && key < 512) {
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io.KeysDown[key] = pressed;
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}
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io.KeyCtrl = io.KeysDown[IMGUI_B3G_CONTROL];
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io.KeyShift = io.KeysDown[IMGUI_B3G_SHIFT];
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io.KeyAlt = io.KeysDown[IMGUI_B3G_ALT];
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// io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] ||
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// io.KeysDown[GLFW_KEY_RIGHT_SUPER]; // @todo
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}
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void ImGui_ImplBtGui_SetChar(int c) {
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ImGuiIO& io = ImGui::GetIO();
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if (c > 0 && c < 0x10000) io.AddInputCharacter((unsigned short)c);
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}
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#if 0
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void ImGui_ImplBtGui_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
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{
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g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
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#endif
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bool ImGui_ImplBtGui_CreateDeviceObjects() {
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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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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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA,
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GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void*)(intptr_t)g_FontTexture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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void ImGui_ImplBtGui_InvalidateDeviceObjects() {
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if (g_FontTexture) {
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glDeleteTextures(1, &g_FontTexture);
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ImGui::GetIO().Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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}
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bool ImGui_ImplBtGui_Init(b3gDefaultOpenGLWindow* window) {
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g_Window = window;
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = ImGuiKey_Tab;
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io.KeyMap[ImGuiKey_LeftArrow] = ImGuiKey_LeftArrow;
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io.KeyMap[ImGuiKey_RightArrow] = ImGuiKey_RightArrow;
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io.KeyMap[ImGuiKey_UpArrow] = ImGuiKey_UpArrow;
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io.KeyMap[ImGuiKey_DownArrow] = ImGuiKey_DownArrow;
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io.KeyMap[ImGuiKey_PageUp] = ImGuiKey_PageUp;
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io.KeyMap[ImGuiKey_PageDown] = ImGuiKey_PageDown;
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io.KeyMap[ImGuiKey_Home] = ImGuiKey_Home;
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io.KeyMap[ImGuiKey_End] = ImGuiKey_End;
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io.KeyMap[ImGuiKey_Delete] = ImGuiKey_Delete;
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io.KeyMap[ImGuiKey_Backspace] = ImGuiKey_Backspace;
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io.KeyMap[ImGuiKey_Enter] = ImGuiKey_Enter;
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io.KeyMap[ImGuiKey_Escape] = ImGuiKey_Escape;
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io.RenderDrawListsFn =
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ImGui_ImplBtGui_RenderDrawLists; // Alternatively you can set this to
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// NULL and call ImGui::GetDrawData()
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// after ImGui::Render() to get the same
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// ImDrawData pointer.
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io.SetClipboardTextFn = ImGui_ImplBtGui_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplBtGui_GetClipboardText;
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#ifdef _WIN32
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// io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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#endif
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#if 0
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if (install_callbacks)
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{
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glfwSetMouseButtonCallback(window, ImGui_ImplBtGui_MouseButtonCallback);
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glfwSetScrollCallback(window, ImGui_ImplBtGui_ScrollCallback);
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glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
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glfwSetCharCallback(window, ImGui_ImplBtGui_CharCallback);
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}
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#endif
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return true;
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}
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void ImGui_ImplBtGui_Shutdown() {
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ImGui_ImplBtGui_InvalidateDeviceObjects();
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ImGui::Shutdown(ImGui::GetCurrentContext());
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}
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void ImGui_ImplBtGui_NewFrame(int mouse_x, int mouse_y) {
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if (!g_FontTexture) ImGui_ImplBtGui_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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assert(g_Window);
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// glfwGetWindowSize(g_Window, &w, &h);
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// glfwGetFramebufferSize(g_Window, &display_w, &display_h);
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w = g_Window->getWidth();
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h = g_Window->getHeight();
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display_w = g_Window->getWidth(); // @todo { support retina scale. }
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display_h = g_Window->getHeight();
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0,
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h > 0 ? ((float)display_h / h) : 0);
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// Setup time step
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// double current_time = glfwGetTime();
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io.DeltaTime = (float)(1.0f / 60.0f);
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// g_Time = current_time;
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks
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// polled in glfwPollEvents())
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// if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
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//{
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// double mouse_x, mouse_y;
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// glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
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// io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse
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// position in screen coordinates (set to -1,-1 if no mouse / on another
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// screen, etc.)
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//}
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// else
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{
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io.MousePos = ImVec2((float)mouse_x,
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(float)mouse_y); // Mouse position in screen
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// coordinates (set to -1,-1 if no
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// mouse / on another screen, etc.)
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}
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// @todo
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for (int i = 0; i < 3; i++) {
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io.MouseDown[i] = g_MousePressed[i];
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// g_MousePressed[i] = false;
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}
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io.MouseWheel = g_MouseWheel;
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g_MouseWheel = 0.0f;
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// Hide OS mouse cursor if ImGui is drawing it
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// glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ?
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// GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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// Start the frame
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ImGui::NewFrame();
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}
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