// dear imgui: Renderer Backend with shaders / programmatic pipeline #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE #include #include // intptr_t #include "imgui_impl_engine.h" #include "render_shared.h" #include "texture2d.h" #include "gpu_buffer.h" #include "shader.h" #include "shadersystem.h" #include "texturesmanager.h" #include "renderdevice.h" #define MAX_VB_SIZE sizeof(ImDrawVert) * 8192 #define MAX_IB_SIZE sizeof(ImDrawIdx) * 8192 InputLayoutDesc_t g_uiBaseInputLayout[] = { { VERTEXATTR_VEC2, SHADERSEMANTIC_POSITION }, { VERTEXATTR_VEC2, SHADERSEMANTIC_TEXCOORD }, { VERTEXATTR_UINT, SHADERSEMANTIC_COLOR }, }; // Render Data struct ImGui_Impl_IRender_Data { Texture2D *FontTexture; Shader *ShaderHandle; GPUBuffer *VboHandle, *ElementsHandle; size_t VertexBufferSize; size_t IndexBufferSize; ImGui_Impl_IRender_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_Impl_IRender_Data* ImGui_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_Impl_IRender_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions bool ImGui_ImplEngine_Init(const char* glsl_version) { ImGuiIO& io = ImGui::GetIO(); IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_Impl_IRender_Data* bd = IM_NEW(ImGui_Impl_IRender_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_engine"; return true; } void ImGui_ImplEngine_Shutdown() { ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplEngine_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; IM_DELETE(bd); } void ImGui_ImplEngine_NewFrame() { ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplEngine_Init()?"); if (!bd->ShaderHandle) ImGui_ImplEngine_CreateDeviceObjects(); if (!bd->FontTexture) ImGui_ImplEngine_CreateFontsTexture(); } static void ImGui_ImplEngine_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) { ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill g_renderDevice->SetBlending(true); g_renderDevice->SetBlendEquation(BE_FUNC_ADD); g_renderDevice->SetBlendFuncSeparate(BF_SRC_ALPHA, BF_ONE_MINUS_SRC_ALPHA, BF_ONE, BF_ONE_MINUS_SRC_ALPHA); // Rende states g_renderDevice->SetCullFace(false); g_renderDevice->SetDepthTest(false); g_renderDevice->SetStencilTest(false); g_renderDevice->SetScissorTest(true); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE if (bd->HasPolygonMode) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Bind vertex/index buffers and setup attributes for ImDrawVert g_renderDevice->SetVerticesBuffer(bd->VboHandle); g_renderDevice->SetIndicesBuffer(bd->ElementsHandle); // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. g_renderDevice->SetViewport(0, 0, (int)fb_width, (int)fb_height); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; const float ortho_projection[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, }; g_shaderSystem->SetShader(bd->ShaderHandle); g_shaderSystem->SetUniformSampler(bd->ShaderHandle, SAMPLER_ALBEDO, 0); g_shaderSystem->SetUniformMatrix(bd->ShaderHandle, UNIFORM_PROJ_MATRIX, &ortho_projection[0][0]); } // OpenGL3 Render function. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. // This is in order to be able to run within an OpenGL engine that doesn't do so. void ImGui_ImplEngine_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); ImGui_ImplEngine_SetupRenderState(draw_data, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* draw_list = draw_data->CmdLists[n]; // Upload vertex/index buffers const size_t vtx_buffer_size = (size_t)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); const size_t idx_buffer_size = (size_t)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); //if (bd->UseBufferSubData) //{ // if (bd->VertexBufferSize < vtx_buffer_size) // { // bd->VertexBufferSize = vtx_buffer_size; // GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); // } // if (bd->IndexBufferSize < idx_buffer_size) // { // bd->IndexBufferSize = idx_buffer_size; // GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); // } // GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data)); // GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data)); //} //else { bd->VboHandle->UpdateBuffer(draw_list->VtxBuffer.Data, vtx_buffer_size); bd->ElementsHandle->UpdateBuffer(draw_list->IdxBuffer.Data, idx_buffer_size); } for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplEngine_SetupRenderState(draw_data, fb_width, fb_height); else pcmd->UserCallback(draw_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle (Y is inverted in OpenGL) g_renderDevice->SetScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); // Bind texture, Draw g_texturesManager->SetTexture(0, (Texture2D*)(intptr_t)pcmd->GetTexID()); g_renderDevice->DrawElements(PT_TRIANGLES, (uint32_t)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? true : false, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); } } } } bool ImGui_ImplEngine_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); // Build texture atlas unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) bd->FontTexture = g_texturesManager->CreateManual2D("ImGuiFontTexture", width, height, PF_R8G8B8A8, pixels, false); // Store identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); return true; } void ImGui_ImplEngine_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); if (bd->FontTexture) { io.Fonts->SetTexID(0); bd->FontTexture = 0; } } bool ImGui_ImplEngine_CreateDeviceObjects() { ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); // Create shaders bd->ShaderHandle = g_shaderSystem->CreateShader("ui_base", "data/shaders/ui_base.vs", "data/shaders/ui_base.ps", g_uiBaseInputLayout, sizeof(g_uiBaseInputLayout) / sizeof(g_uiBaseInputLayout[0])); // Create buffers bd->VboHandle = g_renderDevice->CreateVertexBuffer(nullptr, MAX_VB_SIZE, true); bd->ElementsHandle = g_renderDevice->CreateIndexBuffer(nullptr, MAX_IB_SIZE, true); ImGui_ImplEngine_CreateFontsTexture(); return true; } void ImGui_ImplEngine_DestroyDeviceObjects() { ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); if (bd->VboHandle) { delete bd->VboHandle; bd->VboHandle = 0; } if (bd->ElementsHandle) { delete bd->ElementsHandle; bd->ElementsHandle = 0; } ImGui_ImplEngine_DestroyFontsTexture(); } //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE