Add ImGui
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# See http://editorconfig.org to read about the EditorConfig format.
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# - In theory automatically supported by VS2017+ and most common IDE or text editors.
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# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
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# - Suggest installing this to trim whitespaces:
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# GitHub https://github.com/madskristensen/TrailingWhitespace
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# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
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# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
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# (in spite of its name doesn't only visualize but also trims)
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# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
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# top-most EditorConfig file
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root = true
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# Default settings:
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# Use 4 spaces as indentation
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[*]
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indent_style = space
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indent_size = 4
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insert_final_newline = true
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trim_trailing_whitespace = true
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[imstb_*]
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indent_size = 3
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trim_trailing_whitespace = false
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[Makefile]
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indent_style = tab
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indent_size = 4
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The MIT License (MIT)
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Copyright (c) 2014-2024 Omar Cornut
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// Issues:
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// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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struct GLFWwindow;
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struct GLFWmonitor;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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// Emscripten related initialization phase methods
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#ifdef __EMSCRIPTEN__
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IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
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#endif
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// GLFW callbacks install
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// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
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// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
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IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
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IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
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// GFLW callbacks options:
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// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
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IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
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// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
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IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
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#endif // #ifndef IMGUI_DISABLE
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// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 2.x 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
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// - This is done automatically on iOS, Android and Emscripten targets.
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// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
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// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
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// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
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// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
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// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
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// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
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// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
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// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
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// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
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// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
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// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
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// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
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// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
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// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
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// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
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// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
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// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
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// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
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// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
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// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
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// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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//----------------------------------------
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// OpenGL GLSL GLSL
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.1 120 "#version 120"
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// 3.0 130 "#version 130"
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// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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// 3.3 330 "#version 330 core"
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// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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// 4.2 420 "#version 410 core"
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// 4.3 430 "#version 430 core"
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// ES 2.0 100 "#version 100" = WebGL 1.0
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <stdint.h> // intptr_t
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
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#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
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#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
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#endif
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#if defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
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#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES2/gl.h> // Use GL ES 2
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#else
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#include <GLES2/gl2.h> // Use GL ES 2
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#endif
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#if defined(__EMSCRIPTEN__)
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#ifndef GL_GLEXT_PROTOTYPES
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#define GL_GLEXT_PROTOTYPES
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#endif
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#include <GLES2/gl2ext.h>
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#endif
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES3/gl.h> // Use GL ES 3
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#else
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#include <GLES3/gl3.h> // Use GL ES 3
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#endif
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#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
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// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
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// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
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// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
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// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
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// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
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#define IMGL3W_IMPL
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#include "imgui_impl_opengl3_loader.h"
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#endif
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// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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#define glBindVertexArray glBindVertexArrayOES
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#define glGenVertexArrays glGenVertexArraysOES
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#define glDeleteVertexArrays glDeleteVertexArraysOES
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#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
|
||||
#endif
|
||||
|
||||
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
|
||||
#ifdef GL_POLYGON_MODE
|
||||
#define IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
#endif
|
||||
|
||||
// Desktop GL use extension detection
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
#endif
|
||||
|
||||
// [Debugging]
|
||||
//#define IMGUI_IMPL_OPENGL_DEBUG
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
#include <stdio.h>
|
||||
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
|
||||
#else
|
||||
#define GL_CALL(_CALL) _CALL // Call without error check
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
struct ImGui_ImplOpenGL3_Data
|
||||
{
|
||||
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
|
||||
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
|
||||
bool GlProfileIsES2;
|
||||
bool GlProfileIsES3;
|
||||
bool GlProfileIsCompat;
|
||||
GLint GlProfileMask;
|
||||
GLuint FontTexture;
|
||||
GLuint ShaderHandle;
|
||||
GLint AttribLocationTex; // Uniforms location
|
||||
GLint AttribLocationProjMtx;
|
||||
GLuint AttribLocationVtxPos; // Vertex attributes location
|
||||
GLuint AttribLocationVtxUV;
|
||||
GLuint AttribLocationVtxColor;
|
||||
unsigned int VboHandle, ElementsHandle;
|
||||
GLsizeiptr VertexBufferSize;
|
||||
GLsizeiptr IndexBufferSize;
|
||||
bool HasClipOrigin;
|
||||
bool UseBufferSubData;
|
||||
|
||||
ImGui_ImplOpenGL3_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_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
|
||||
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
struct ImGui_ImplOpenGL3_VtxAttribState
|
||||
{
|
||||
GLint Enabled, Size, Type, Normalized, Stride;
|
||||
GLvoid* Ptr;
|
||||
|
||||
void GetState(GLint index)
|
||||
{
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
|
||||
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
|
||||
}
|
||||
void SetState(GLint index)
|
||||
{
|
||||
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
|
||||
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Initialize our loader
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
if (imgl3wInit() != 0)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GLES 2
|
||||
bd->GlVersion = 200;
|
||||
bd->GlProfileIsES2 = true;
|
||||
#else
|
||||
// Desktop or GLES 3
|
||||
GLint major = 0;
|
||||
GLint minor = 0;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||
if (major == 0 && minor == 0)
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
const char* gl_version = (const char*)glGetString(GL_VERSION);
|
||||
sscanf(gl_version, "%d.%d", &major, &minor);
|
||||
}
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
if (bd->GlVersion >= 320)
|
||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
||||
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
||||
#endif
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#endif
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
/*
|
||||
// Query vendor to enable glBufferSubData kludge
|
||||
#ifdef _WIN32
|
||||
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
||||
if (strncmp(vendor, "Intel", 5) == 0)
|
||||
bd->UseBufferSubData = true;
|
||||
#endif
|
||||
*/
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
|
||||
if (glsl_version == nullptr)
|
||||
{
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
glsl_version = "#version 100";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
glsl_version = "#version 300 es";
|
||||
#elif defined(__APPLE__)
|
||||
glsl_version = "#version 150";
|
||||
#else
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
}
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
|
||||
strcpy(bd->GlslVersionString, glsl_version);
|
||||
strcat(bd->GlslVersionString, "\n");
|
||||
|
||||
// Make an arbitrary GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
// Detect extensions we support
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
for (GLint i = 0; i < num_extensions; i++)
|
||||
{
|
||||
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
||||
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||
bd->HasClipOrigin = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (bd->GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
#if defined(GL_CLIP_ORIGIN)
|
||||
bool clip_origin_lower_left = true;
|
||||
if (bd->HasClipOrigin)
|
||||
{
|
||||
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
|
||||
if (current_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
}
|
||||
#endif
|
||||
|
||||
// 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.
|
||||
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)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;
|
||||
#if defined(GL_CLIP_ORIGIN)
|
||||
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
|
||||
#endif
|
||||
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 },
|
||||
};
|
||||
glUseProgram(bd->ShaderHandle);
|
||||
glUniform1i(bd->AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
|
||||
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
|
||||
}
|
||||
|
||||
// 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_ImplOpenGL3_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_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
|
||||
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
||||
#endif
|
||||
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
|
||||
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
|
||||
#endif
|
||||
|
||||
// Setup desired GL state
|
||||
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
||||
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
||||
GLuint vertex_array_object = 0;
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
// 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* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
// - OpenGL drivers are in a very sorry state nowadays....
|
||||
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
|
||||
// of leaks on Intel GPU when using multi-viewports on Windows.
|
||||
// - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
|
||||
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
|
||||
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
|
||||
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
|
||||
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
||||
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_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*)cmd_list->VtxBuffer.Data));
|
||||
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
|
||||
}
|
||||
else
|
||||
{
|
||||
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
|
||||
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
|
||||
}
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_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_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
else
|
||||
pcmd->UserCallback(cmd_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)
|
||||
GL_CALL(glScissor((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
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
|
||||
else
|
||||
#endif
|
||||
GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
// This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
|
||||
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
|
||||
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
|
||||
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
|
||||
#endif
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
|
||||
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
|
||||
{
|
||||
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
|
||||
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
}
|
||||
#endif // IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
(void)bd; // Not all compilation paths use this
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_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)
|
||||
GLint last_texture;
|
||||
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
||||
GL_CALL(glGenTextures(1, &bd->FontTexture));
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
||||
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
||||
#endif
|
||||
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
// Restore state
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
glDeleteTextures(1, &bd->FontTexture);
|
||||
io.Fonts->SetTexID(0);
|
||||
bd->FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute vec2 Position;\n"
|
||||
"attribute vec2 UV;\n"
|
||||
"attribute vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_130 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_300_es =
|
||||
"precision highp float;\n"
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_410_core =
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_120 =
|
||||
"#ifdef GL_ES\n"
|
||||
" precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_130 =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_410_core =
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = nullptr;
|
||||
const GLchar* fragment_shader = nullptr;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version >= 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (glsl_version == 300)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_300_es;
|
||||
fragment_shader = fragment_shader_glsl_300_es;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_130;
|
||||
fragment_shader = fragment_shader_glsl_130;
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
|
||||
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
|
||||
glCompileShader(vert_handle);
|
||||
CheckShader(vert_handle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
|
||||
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
|
||||
glCompileShader(frag_handle);
|
||||
CheckShader(frag_handle, "fragment shader");
|
||||
|
||||
// Link
|
||||
bd->ShaderHandle = glCreateProgram();
|
||||
glAttachShader(bd->ShaderHandle, vert_handle);
|
||||
glAttachShader(bd->ShaderHandle, frag_handle);
|
||||
glLinkProgram(bd->ShaderHandle);
|
||||
CheckProgram(bd->ShaderHandle, "shader program");
|
||||
|
||||
glDetachShader(bd->ShaderHandle, vert_handle);
|
||||
glDetachShader(bd->ShaderHandle, frag_handle);
|
||||
glDeleteShader(vert_handle);
|
||||
glDeleteShader(frag_handle);
|
||||
|
||||
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
|
||||
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
|
||||
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
|
||||
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
|
||||
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &bd->VboHandle);
|
||||
glGenBuffers(1, &bd->ElementsHandle);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
||||
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
||||
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
{
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
|
@ -0,0 +1,67 @@
|
|||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// About WebGL/ES:
|
||||
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
|
||||
// - This is done automatically on iOS, Android and Emscripten targets.
|
||||
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Backend API
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// Specific OpenGL ES versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
|
||||
// Try to detect GLES on matching platforms
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#else
|
||||
// Otherwise imgui_impl_opengl3_loader.h will be used.
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
|
@ -0,0 +1,131 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// DEAR IMGUI COMPILE-TIME OPTIONS
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
|
||||
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
|
||||
//-----------------------------------------------------------------------------
|
||||
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
||||
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
|
||||
|
||||
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
|
||||
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
||||
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
|
||||
|
||||
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//#define IMGUI_USE_WCHAR32
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
|
||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||||
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
|
||||
|
||||
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
|
||||
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
|
||||
//#define IMGUI_USE_STB_SPRINTF
|
||||
|
||||
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
|
||||
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
|
||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||||
//#define IMGUI_ENABLE_FREETYPE
|
||||
|
||||
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
|
||||
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
|
||||
// Only works in combination with IMGUI_ENABLE_FREETYPE.
|
||||
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
|
||||
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
||||
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
|
||||
//#define IMGUI_ENABLE_STB_TRUETYPE
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
||||
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
|
||||
operator MyVec2() const { return MyVec2(x,y); }
|
||||
|
||||
#define IM_VEC4_CLASS_EXTRA \
|
||||
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
//---- ...Or use Dear ImGui's own very basic math operators.
|
||||
//#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
||||
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
|
||||
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
|
||||
//---- Debug Tools: Enable slower asserts
|
||||
//#define IMGUI_DEBUG_PARANOID
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void MyFunction(const char* name, MyMatrix44* mtx);
|
||||
}
|
||||
*/
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,627 @@
|
|||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 1.01.
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
//
|
||||
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Before #including,
|
||||
//
|
||||
// #define STB_RECT_PACK_IMPLEMENTATION
|
||||
//
|
||||
// in the file that you want to have the implementation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
// Fabian Giesen
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
|
||||
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
typedef int stbrp_coord;
|
||||
|
||||
#define STBRP__MAXVAL 0x7fffffff
|
||||
// Mostly for internal use, but this is the maximum supported coordinate value.
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
context->extra[1].y = (1<<30);
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
// if it can't possibly fit, bail immediately
|
||||
if (width > c->width || height > c->height) {
|
||||
fr.prev_link = NULL;
|
||||
fr.x = fr.y = 0;
|
||||
return fr;
|
||||
}
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height <= c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,23 @@
|
|||
|
||||
misc/cpp/
|
||||
InputText() wrappers for C++ standard library (STL) type: std::string.
|
||||
This is also an example of how you may wrap your own similar types.
|
||||
|
||||
misc/debuggers/
|
||||
Helper files for popular debuggers.
|
||||
With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger.
|
||||
|
||||
misc/fonts/
|
||||
Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts).
|
||||
Command line tool "binary_to_compressed_c" to create compressed arrays to embed data in source code.
|
||||
Suggested fonts and links.
|
||||
|
||||
misc/freetype/
|
||||
Font atlas builder/rasterizer using FreeType instead of stb_truetype.
|
||||
Benefit from better FreeType rasterization, in particular for small fonts.
|
||||
|
||||
misc/single_file/
|
||||
Single-file header stub.
|
||||
We use this to validate compiling all *.cpp files in a same compilation unit.
|
||||
Users of that technique (also called "Unity builds") can generally provide this themselves,
|
||||
so we don't really recommend you use this in your projects.
|
|
@ -0,0 +1,13 @@
|
|||
|
||||
imgui_stdlib.h + imgui_stdlib.cpp
|
||||
InputText() wrappers for C++ standard library (STL) type: std::string.
|
||||
This is also an example of how you may wrap your own similar types.
|
||||
|
||||
imgui_scoped.h
|
||||
[Experimental, not currently in main repository]
|
||||
Additional header file with some RAII-style wrappers for common Dear ImGui functions.
|
||||
Try by merging: https://github.com/ocornut/imgui/pull/2197
|
||||
Discuss at: https://github.com/ocornut/imgui/issues/2096
|
||||
|
||||
See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
|
||||
https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
|
@ -0,0 +1,85 @@
|
|||
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
|
||||
// This is also an example of how you may wrap your own similar types.
|
||||
|
||||
// Changelog:
|
||||
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
|
||||
|
||||
// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
|
||||
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_stdlib.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
struct InputTextCallback_UserData
|
||||
{
|
||||
std::string* Str;
|
||||
ImGuiInputTextCallback ChainCallback;
|
||||
void* ChainCallbackUserData;
|
||||
};
|
||||
|
||||
static int InputTextCallback(ImGuiInputTextCallbackData* data)
|
||||
{
|
||||
InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData;
|
||||
if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
|
||||
{
|
||||
// Resize string callback
|
||||
// If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want.
|
||||
std::string* str = user_data->Str;
|
||||
IM_ASSERT(data->Buf == str->c_str());
|
||||
str->resize(data->BufTextLen);
|
||||
data->Buf = (char*)str->c_str();
|
||||
}
|
||||
else if (user_data->ChainCallback)
|
||||
{
|
||||
// Forward to user callback, if any
|
||||
data->UserData = user_data->ChainCallbackUserData;
|
||||
return user_data->ChainCallback(data);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
flags |= ImGuiInputTextFlags_CallbackResize;
|
||||
|
||||
InputTextCallback_UserData cb_user_data;
|
||||
cb_user_data.Str = str;
|
||||
cb_user_data.ChainCallback = callback;
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
||||
bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
flags |= ImGuiInputTextFlags_CallbackResize;
|
||||
|
||||
InputTextCallback_UserData cb_user_data;
|
||||
cb_user_data.Str = str;
|
||||
cb_user_data.ChainCallback = callback;
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
||||
bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
flags |= ImGuiInputTextFlags_CallbackResize;
|
||||
|
||||
InputTextCallback_UserData cb_user_data;
|
||||
cb_user_data.Str = str;
|
||||
cb_user_data.ChainCallback = callback;
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
|
@ -0,0 +1,21 @@
|
|||
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
|
||||
// This is also an example of how you may wrap your own similar types.
|
||||
|
||||
// Changelog:
|
||||
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
|
||||
|
||||
// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
|
||||
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
// ImGui::InputText() with std::string
|
||||
// Because text input needs dynamic resizing, we need to setup a callback to grow the capacity
|
||||
IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
|
||||
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
|
||||
}
|
|
@ -0,0 +1,16 @@
|
|||
|
||||
HELPER FILES FOR POPULAR DEBUGGERS
|
||||
|
||||
imgui.gdb
|
||||
GDB: disable stepping into trivial functions.
|
||||
(read comments inside file for details)
|
||||
|
||||
imgui.natstepfilter
|
||||
Visual Studio Debugger: disable stepping into trivial functions.
|
||||
(read comments inside file for details)
|
||||
|
||||
imgui.natvis
|
||||
Visual Studio Debugger: describe Dear ImGui types for better display.
|
||||
With this, types like ImVector<> will be displayed nicely in the debugger.
|
||||
(read comments inside file for details)
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
# GDB configuration to aid debugging experience
|
||||
|
||||
# To enable these customizations edit $HOME/.gdbinit (or ./.gdbinit if local gdbinit is enabled) and add:
|
||||
# add-auto-load-safe-path /path/to/imgui.gdb
|
||||
# source /path/to/imgui.gdb
|
||||
#
|
||||
# More Information at:
|
||||
# * https://sourceware.org/gdb/current/onlinedocs/gdb/gdbinit-man.html
|
||||
# * https://sourceware.org/gdb/current/onlinedocs/gdb/Init-File-in-the-Current-Directory.html#Init-File-in-the-Current-Directory
|
||||
|
||||
# Disable stepping into trivial functions
|
||||
skip -rfunction Im(Vec2|Vec4|Strv|Vector|Span)::.+
|
|
@ -0,0 +1,31 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
.natstepfilter file for Visual Studio debugger.
|
||||
Purpose: instruct debugger to skip some functions when using StepInto (F11)
|
||||
|
||||
Since Visual Studio 2022 version 17.6 Preview 2 (currently available as a "Preview" build on March 14, 2023)
|
||||
It is possible to add the .natstepfilter file to your project file and it will automatically be used.
|
||||
(https://developercommunity.visualstudio.com/t/allow-natstepfilter-and-natjmc-to-be-included-as-p/561718)
|
||||
|
||||
For older Visual Studio version prior to 2022 17.6 Preview 2:
|
||||
* copy in %USERPROFILE%\Documents\Visual Studio XXXX\Visualizers (current user)
|
||||
* or copy in %VsInstallDirectory%\Common7\Packages\Debugger\Visualizers (all users)
|
||||
If you have multiple VS version installed, the version that matters is the one you are using the IDE/debugger
|
||||
of (not the compiling toolset). This is supported since Visual Studio 2012.
|
||||
|
||||
More information at: https://docs.microsoft.com/en-us/visualstudio/debugger/just-my-code?view=vs-2019#BKMK_C___Just_My_Code
|
||||
-->
|
||||
|
||||
<StepFilter xmlns="http://schemas.microsoft.com/vstudio/debugger/natstepfilter/2010">
|
||||
|
||||
<!-- Disable stepping into trivial functions -->
|
||||
<Function>
|
||||
<Name>(ImVec2|ImVec4|ImStrv)::.+</Name>
|
||||
<Action>NoStepInto</Action>
|
||||
</Function>
|
||||
<Function>
|
||||
<Name>(ImVector|ImSpan).*::operator.+</Name>
|
||||
<Action>NoStepInto</Action>
|
||||
</Function>
|
||||
|
||||
</StepFilter>
|
|
@ -0,0 +1,62 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
.natvis file for Visual Studio debugger.
|
||||
Purpose: provide nicer views on data types used by Dear ImGui.
|
||||
|
||||
To enable:
|
||||
* include file in your VS project (most recommended: not intrusive and always kept up to date!)
|
||||
* or copy in %USERPROFILE%\Documents\Visual Studio XXXX\Visualizers (current user)
|
||||
* or copy in %VsInstallDirectory%\Common7\Packages\Debugger\Visualizers (all users)
|
||||
|
||||
More information at: https://docs.microsoft.com/en-us/visualstudio/debugger/create-custom-views-of-native-objects?view=vs-2019
|
||||
-->
|
||||
|
||||
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
|
||||
|
||||
<Type Name="ImVector<*>">
|
||||
<DisplayString>{{Size={Size} Capacity={Capacity}}}</DisplayString>
|
||||
<Expand>
|
||||
<ArrayItems>
|
||||
<Size>Size</Size>
|
||||
<ValuePointer>Data</ValuePointer>
|
||||
</ArrayItems>
|
||||
</Expand>
|
||||
</Type>
|
||||
|
||||
<Type Name="ImSpan<*>">
|
||||
<DisplayString>{{Size={DataEnd-Data} }}</DisplayString>
|
||||
<Expand>
|
||||
<ArrayItems>
|
||||
<Size>DataEnd-Data</Size>
|
||||
<ValuePointer>Data</ValuePointer>
|
||||
</ArrayItems>
|
||||
</Expand>
|
||||
</Type>
|
||||
|
||||
<Type Name="ImVec2">
|
||||
<DisplayString>{{x={x,g} y={y,g}}}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="ImVec4">
|
||||
<DisplayString>{{x={x,g} y={y,g} z={z,g} w={w,g}}}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="ImRect">
|
||||
<DisplayString>{{Min=({Min.x,g} {Min.y,g}) Max=({Max.x,g} {Max.y,g}) Size=({Max.x-Min.x,g} {Max.y-Min.y,g})}}</DisplayString>
|
||||
<Expand>
|
||||
<Item Name="Min">Min</Item>
|
||||
<Item Name="Max">Max</Item>
|
||||
<Item Name="[Width]">Max.x - Min.x</Item>
|
||||
<Item Name="[Height]">Max.y - Min.y</Item>
|
||||
</Expand>
|
||||
</Type>
|
||||
|
||||
<Type Name="ImGuiWindow">
|
||||
<DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="ImGuiDockNode">
|
||||
<DisplayString>{{ID {ID,x} Pos=({Pos.x,g} {Pos.y,g}) Size=({Size.x,g} {Size.y,g}) Parent {(ParentNode==0)?0:ParentNode->ID,x} Childs {(ChildNodes[0] != 0)+(ChildNodes[1] != 0)} Windows {Windows.Size} }</DisplayString>
|
||||
</Type>
|
||||
|
||||
</AutoVisualizer>
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,388 @@
|
|||
// dear imgui
|
||||
// (binary_to_compressed_c.cpp)
|
||||
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
|
||||
|
||||
// The data is first compressed with stb_compress() to reduce source code size,
|
||||
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
|
||||
// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
|
||||
// Note that even with compression, the output array is likely to be bigger than the binary file..
|
||||
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
|
||||
|
||||
// Build with, e.g:
|
||||
// # cl.exe binary_to_compressed_c.cpp
|
||||
// # g++ binary_to_compressed_c.cpp
|
||||
// # clang++ binary_to_compressed_c.cpp
|
||||
// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui
|
||||
|
||||
// Usage:
|
||||
// binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>
|
||||
// Usage example:
|
||||
// # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp
|
||||
// # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp
|
||||
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
#include <assert.h>
|
||||
|
||||
// stb_compress* from stb.h - declaration
|
||||
typedef unsigned int stb_uint;
|
||||
typedef unsigned char stb_uchar;
|
||||
stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len);
|
||||
|
||||
static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static);
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
if (argc < 3)
|
||||
{
|
||||
printf("Syntax: %s [-base85] [-nocompress] [-nostatic] <inputfile> <symbolname>\n", argv[0]);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int argn = 1;
|
||||
bool use_base85_encoding = false;
|
||||
bool use_compression = true;
|
||||
bool use_static = true;
|
||||
while (argn < (argc - 2) && argv[argn][0] == '-')
|
||||
{
|
||||
if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
|
||||
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
|
||||
else if (strcmp(argv[argn], "-nostatic") == 0) { use_static = false; argn++; }
|
||||
else
|
||||
{
|
||||
fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static);
|
||||
if (!ret)
|
||||
fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]);
|
||||
return ret ? 0 : 1;
|
||||
}
|
||||
|
||||
char Encode85Byte(unsigned int x)
|
||||
{
|
||||
x = (x % 85) + 35;
|
||||
return (char)((x >= '\\') ? x + 1 : x);
|
||||
}
|
||||
|
||||
bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static)
|
||||
{
|
||||
// Read file
|
||||
FILE* f = fopen(filename, "rb");
|
||||
if (!f) return false;
|
||||
int data_sz;
|
||||
if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }
|
||||
char* data = new char[data_sz + 4];
|
||||
if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }
|
||||
memset((void*)(((char*)data) + data_sz), 0, 4);
|
||||
fclose(f);
|
||||
|
||||
// Compress
|
||||
int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
|
||||
char* compressed = use_compression ? new char[maxlen] : data;
|
||||
int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz;
|
||||
if (use_compression)
|
||||
memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
|
||||
|
||||
// Output as Base85 encoded
|
||||
FILE* out = stdout;
|
||||
fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
|
||||
fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
|
||||
const char* static_str = use_static ? "static " : "";
|
||||
const char* compressed_str = use_compression ? "compressed_" : "";
|
||||
if (use_base85_encoding)
|
||||
{
|
||||
fprintf(out, "%sconst char %s_%sdata_base85[%d+1] =\n \"", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5);
|
||||
char prev_c = 0;
|
||||
for (int src_i = 0; src_i < compressed_sz; src_i += 4)
|
||||
{
|
||||
// This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??.
|
||||
unsigned int d = *(unsigned int*)(compressed + src_i);
|
||||
for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85)
|
||||
{
|
||||
char c = Encode85Byte(d);
|
||||
fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c);
|
||||
prev_c = c;
|
||||
}
|
||||
if ((src_i % 112) == 112 - 4)
|
||||
fprintf(out, "\"\n \"");
|
||||
}
|
||||
fprintf(out, "\";\n\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz);
|
||||
fprintf(out, "%sconst unsigned int %s_%sdata[%d/4] =\n{", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4);
|
||||
int column = 0;
|
||||
for (int i = 0; i < compressed_sz; i += 4)
|
||||
{
|
||||
unsigned int d = *(unsigned int*)(compressed + i);
|
||||
if ((column++ % 12) == 0)
|
||||
fprintf(out, "\n 0x%08x, ", d);
|
||||
else
|
||||
fprintf(out, "0x%08x, ", d);
|
||||
}
|
||||
fprintf(out, "\n};\n\n");
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
delete[] data;
|
||||
if (use_compression)
|
||||
delete[] compressed;
|
||||
return true;
|
||||
}
|
||||
|
||||
// stb_compress* from stb.h - definition
|
||||
|
||||
//////////////////// compressor ///////////////////////
|
||||
|
||||
static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen)
|
||||
{
|
||||
const unsigned long ADLER_MOD = 65521;
|
||||
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
|
||||
unsigned long blocklen, i;
|
||||
|
||||
blocklen = buflen % 5552;
|
||||
while (buflen) {
|
||||
for (i=0; i + 7 < blocklen; i += 8) {
|
||||
s1 += buffer[0], s2 += s1;
|
||||
s1 += buffer[1], s2 += s1;
|
||||
s1 += buffer[2], s2 += s1;
|
||||
s1 += buffer[3], s2 += s1;
|
||||
s1 += buffer[4], s2 += s1;
|
||||
s1 += buffer[5], s2 += s1;
|
||||
s1 += buffer[6], s2 += s1;
|
||||
s1 += buffer[7], s2 += s1;
|
||||
|
||||
buffer += 8;
|
||||
}
|
||||
|
||||
for (; i < blocklen; ++i)
|
||||
s1 += *buffer++, s2 += s1;
|
||||
|
||||
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
|
||||
buflen -= blocklen;
|
||||
blocklen = 5552;
|
||||
}
|
||||
return (s2 << 16) + s1;
|
||||
}
|
||||
|
||||
static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen)
|
||||
{
|
||||
stb_uint i;
|
||||
for (i=0; i < maxlen; ++i)
|
||||
if (m1[i] != m2[i]) return i;
|
||||
return i;
|
||||
}
|
||||
|
||||
// simple implementation that just takes the source data in a big block
|
||||
|
||||
static stb_uchar *stb__out;
|
||||
static FILE *stb__outfile;
|
||||
static stb_uint stb__outbytes;
|
||||
|
||||
static void stb__write(unsigned char v)
|
||||
{
|
||||
fputc(v, stb__outfile);
|
||||
++stb__outbytes;
|
||||
}
|
||||
|
||||
//#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
|
||||
#define stb_out(v) do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0)
|
||||
|
||||
static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); }
|
||||
static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
|
||||
static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); }
|
||||
|
||||
static void outliterals(stb_uchar *in, int numlit)
|
||||
{
|
||||
while (numlit > 65536) {
|
||||
outliterals(in,65536);
|
||||
in += 65536;
|
||||
numlit -= 65536;
|
||||
}
|
||||
|
||||
if (numlit == 0) ;
|
||||
else if (numlit <= 32) stb_out (0x000020 + numlit-1);
|
||||
else if (numlit <= 2048) stb_out2(0x000800 + numlit-1);
|
||||
else /* numlit <= 65536) */ stb_out3(0x070000 + numlit-1);
|
||||
|
||||
if (stb__out) {
|
||||
memcpy(stb__out,in,numlit);
|
||||
stb__out += numlit;
|
||||
} else
|
||||
fwrite(in, 1, numlit, stb__outfile);
|
||||
}
|
||||
|
||||
static int stb__window = 0x40000; // 256K
|
||||
|
||||
static int stb_not_crap(int best, int dist)
|
||||
{
|
||||
return ((best > 2 && dist <= 0x00100)
|
||||
|| (best > 5 && dist <= 0x04000)
|
||||
|| (best > 7 && dist <= 0x80000));
|
||||
}
|
||||
|
||||
static stb_uint stb__hashsize = 32768;
|
||||
|
||||
// note that you can play with the hashing functions all you
|
||||
// want without needing to change the decompressor
|
||||
#define stb__hc(q,h,c) (((h) << 7) + ((h) >> 25) + q[c])
|
||||
#define stb__hc2(q,h,c,d) (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d])
|
||||
#define stb__hc3(q,c,d,e) ((q[c] << 14) + (q[d] << 7) + q[e])
|
||||
|
||||
static unsigned int stb__running_adler;
|
||||
|
||||
static int stb_compress_chunk(stb_uchar *history,
|
||||
stb_uchar *start,
|
||||
stb_uchar *end,
|
||||
int length,
|
||||
int *pending_literals,
|
||||
stb_uchar **chash,
|
||||
stb_uint mask)
|
||||
{
|
||||
(void)history;
|
||||
int window = stb__window;
|
||||
stb_uint match_max;
|
||||
stb_uchar *lit_start = start - *pending_literals;
|
||||
stb_uchar *q = start;
|
||||
|
||||
#define STB__SCRAMBLE(h) (((h) + ((h) >> 16)) & mask)
|
||||
|
||||
// stop short of the end so we don't scan off the end doing
|
||||
// the hashing; this means we won't compress the last few bytes
|
||||
// unless they were part of something longer
|
||||
while (q < start+length && q+12 < end) {
|
||||
int m;
|
||||
stb_uint h1,h2,h3,h4, h;
|
||||
stb_uchar *t;
|
||||
int best = 2, dist=0;
|
||||
|
||||
if (q+65536 > end)
|
||||
match_max = (stb_uint)(end-q);
|
||||
else
|
||||
match_max = 65536;
|
||||
|
||||
#define stb__nc(b,d) ((d) <= window && ((b) > 9 || stb_not_crap((int)(b),(int)(d))))
|
||||
|
||||
#define STB__TRY(t,p) /* avoid retrying a match we already tried */ \
|
||||
if (p ? dist != (int)(q-t) : 1) \
|
||||
if ((m = stb_matchlen(t, q, match_max)) > best) \
|
||||
if (stb__nc(m,q-(t))) \
|
||||
best = m, dist = (int)(q - (t))
|
||||
|
||||
// rather than search for all matches, only try 4 candidate locations,
|
||||
// chosen based on 4 different hash functions of different lengths.
|
||||
// this strategy is inspired by LZO; hashing is unrolled here using the
|
||||
// 'hc' macro
|
||||
h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h);
|
||||
t = chash[h1]; if (t) STB__TRY(t,0);
|
||||
h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h);
|
||||
h = stb__hc2(q,h, 5, 6); t = chash[h2]; if (t) STB__TRY(t,1);
|
||||
h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h);
|
||||
h = stb__hc2(q,h, 9,10); t = chash[h3]; if (t) STB__TRY(t,1);
|
||||
h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h);
|
||||
t = chash[h4]; if (t) STB__TRY(t,1);
|
||||
|
||||
// because we use a shared hash table, can only update it
|
||||
// _after_ we've probed all of them
|
||||
chash[h1] = chash[h2] = chash[h3] = chash[h4] = q;
|
||||
|
||||
if (best > 2)
|
||||
assert(dist > 0);
|
||||
|
||||
// see if our best match qualifies
|
||||
if (best < 3) { // fast path literals
|
||||
++q;
|
||||
} else if (best > 2 && best <= 0x80 && dist <= 0x100) {
|
||||
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||||
stb_out(0x80 + best-1);
|
||||
stb_out(dist-1);
|
||||
} else if (best > 5 && best <= 0x100 && dist <= 0x4000) {
|
||||
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||||
stb_out2(0x4000 + dist-1);
|
||||
stb_out(best-1);
|
||||
} else if (best > 7 && best <= 0x100 && dist <= 0x80000) {
|
||||
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||||
stb_out3(0x180000 + dist-1);
|
||||
stb_out(best-1);
|
||||
} else if (best > 8 && best <= 0x10000 && dist <= 0x80000) {
|
||||
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||||
stb_out3(0x100000 + dist-1);
|
||||
stb_out2(best-1);
|
||||
} else if (best > 9 && dist <= 0x1000000) {
|
||||
if (best > 65536) best = 65536;
|
||||
outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best);
|
||||
if (best <= 0x100) {
|
||||
stb_out(0x06);
|
||||
stb_out3(dist-1);
|
||||
stb_out(best-1);
|
||||
} else {
|
||||
stb_out(0x04);
|
||||
stb_out3(dist-1);
|
||||
stb_out2(best-1);
|
||||
}
|
||||
} else { // fallback literals if no match was a balanced tradeoff
|
||||
++q;
|
||||
}
|
||||
}
|
||||
|
||||
// if we didn't get all the way, add the rest to literals
|
||||
if (q-start < length)
|
||||
q = start+length;
|
||||
|
||||
// the literals are everything from lit_start to q
|
||||
*pending_literals = (int)(q - lit_start);
|
||||
|
||||
stb__running_adler = stb_adler32(stb__running_adler, start, (stb_uint)(q - start));
|
||||
return (int)(q - start);
|
||||
}
|
||||
|
||||
static int stb_compress_inner(stb_uchar *input, stb_uint length)
|
||||
{
|
||||
int literals = 0;
|
||||
stb_uint len,i;
|
||||
|
||||
stb_uchar **chash;
|
||||
chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*));
|
||||
if (chash == nullptr) return 0; // failure
|
||||
for (i=0; i < stb__hashsize; ++i)
|
||||
chash[i] = nullptr;
|
||||
|
||||
// stream signature
|
||||
stb_out(0x57); stb_out(0xbc);
|
||||
stb_out2(0);
|
||||
|
||||
stb_out4(0); // 64-bit length requires 32-bit leading 0
|
||||
stb_out4(length);
|
||||
stb_out4(stb__window);
|
||||
|
||||
stb__running_adler = 1;
|
||||
|
||||
len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1);
|
||||
assert(len == length);
|
||||
|
||||
outliterals(input+length - literals, literals);
|
||||
|
||||
free(chash);
|
||||
|
||||
stb_out2(0x05fa); // end opcode
|
||||
|
||||
stb_out4(stb__running_adler);
|
||||
|
||||
return 1; // success
|
||||
}
|
||||
|
||||
stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length)
|
||||
{
|
||||
stb__out = out;
|
||||
stb__outfile = nullptr;
|
||||
|
||||
stb_compress_inner(input, length);
|
||||
|
||||
return (stb_uint)(stb__out - out);
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
# imgui_freetype
|
||||
|
||||
Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer).
|
||||
<br>by @vuhdo, @mikesart, @ocornut.
|
||||
|
||||
### Usage
|
||||
|
||||
1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype --triplet=x64-windows`, `vcpkg integrate install`).
|
||||
2. Add imgui_freetype.h/cpp alongside your project files.
|
||||
3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file
|
||||
|
||||
### About Gamma Correct Blending
|
||||
|
||||
FreeType assumes blending in linear space rather than gamma space.
|
||||
See FreeType note for [FT_Render_Glyph](https://freetype.org/freetype2/docs/reference/ft2-glyph_retrieval.html#ft_render_glyph).
|
||||
For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
|
||||
The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking).
|
||||
|
||||
### Testbed for toying with settings (for developers)
|
||||
|
||||
See https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad
|
||||
|
||||
### Known issues
|
||||
|
||||
- Oversampling settings are ignored but also not so much necessary with the higher quality rendering.
|
||||
|
||||
### Comparison
|
||||
|
||||
Small, thin anti-aliased fonts typically benefit a lot from FreeType's hinting:
|
||||

|
||||
|
||||
### Colorful glyphs/emojis
|
||||
|
||||
You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the
|
||||
["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md.
|
||||
|
||||

|
||||
|
||||
### Using OpenType SVG fonts (SVGinOT)
|
||||
- *SVG in Open Type* is a standard by Adobe and Mozilla for color OpenType and Open Font Format fonts. It allows font creators to embed complete SVG files within a font enabling full color and even animations.
|
||||
- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT
|
||||
- Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above
|
||||
1. Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`.
|
||||
2. Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`.
|
|
@ -0,0 +1,950 @@
|
|||
// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder)
|
||||
// (code)
|
||||
|
||||
// Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
|
||||
// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained since 2019 by @ocornut.
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
|
||||
// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG' (#6591)
|
||||
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
|
||||
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
|
||||
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
|
||||
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.
|
||||
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
|
||||
// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().
|
||||
// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
|
||||
// 2019/02/09: added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)
|
||||
// 2019/01/15: added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
|
||||
// 2019/01/10: re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
|
||||
// 2018/06/08: added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.
|
||||
// 2018/02/04: moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club)
|
||||
// 2018/01/22: fix for addition of ImFontAtlas::TexUvscale member.
|
||||
// 2017/10/22: minor inconsequential change to match change in master (removed an unnecessary statement).
|
||||
// 2017/09/26: fixes for imgui internal changes.
|
||||
// 2017/08/26: cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply.
|
||||
// 2017/08/16: imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks.
|
||||
|
||||
// About Gamma Correct Blending:
|
||||
// - FreeType assumes blending in linear space rather than gamma space.
|
||||
// - See https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph
|
||||
// - For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
|
||||
// - The default dear imgui styles will be impacted by this change (alpha values will need tweaking).
|
||||
|
||||
// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_freetype.h"
|
||||
#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*,
|
||||
#include <stdint.h>
|
||||
#include <ft2build.h>
|
||||
#include FT_FREETYPE_H // <freetype/freetype.h>
|
||||
#include FT_MODULE_H // <freetype/ftmodapi.h>
|
||||
#include FT_GLYPH_H // <freetype/ftglyph.h>
|
||||
#include FT_SYNTHESIS_H // <freetype/ftsynth.h>
|
||||
|
||||
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
#include FT_OTSVG_H // <freetype/otsvg.h>
|
||||
#include FT_BBOX_H // <freetype/ftbbox.h>
|
||||
#include <lunasvg.h>
|
||||
#if !((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12))
|
||||
#error IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
|
||||
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
|
||||
#endif
|
||||
|
||||
#ifdef __GNUC__
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#ifndef __clang__
|
||||
#pragma GCC diagnostic ignored "-Wsubobject-linkage" // warning: 'xxxx' has a field 'xxxx' whose type uses the anonymous namespace
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Data
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Default memory allocators
|
||||
static void* ImGuiFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); }
|
||||
static void ImGuiFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); }
|
||||
|
||||
// Current memory allocators
|
||||
static void* (*GImGuiFreeTypeAllocFunc)(size_t size, void* user_data) = ImGuiFreeTypeDefaultAllocFunc;
|
||||
static void (*GImGuiFreeTypeFreeFunc)(void* ptr, void* user_data) = ImGuiFreeTypeDefaultFreeFunc;
|
||||
static void* GImGuiFreeTypeAllocatorUserData = nullptr;
|
||||
|
||||
// Lunasvg support
|
||||
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
static FT_Error ImGuiLunasvgPortInit(FT_Pointer* state);
|
||||
static void ImGuiLunasvgPortFree(FT_Pointer* state);
|
||||
static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state);
|
||||
static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_Pointer* _state);
|
||||
#endif
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Code
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
namespace
|
||||
{
|
||||
// Glyph metrics:
|
||||
// --------------
|
||||
//
|
||||
// xmin xmax
|
||||
// | |
|
||||
// |<-------- width -------->|
|
||||
// | |
|
||||
// | +-------------------------+----------------- ymax
|
||||
// | | ggggggggg ggggg | ^ ^
|
||||
// | | g:::::::::ggg::::g | | |
|
||||
// | | g:::::::::::::::::g | | |
|
||||
// | | g::::::ggggg::::::gg | | |
|
||||
// | | g:::::g g:::::g | | |
|
||||
// offsetX -|-------->| g:::::g g:::::g | offsetY |
|
||||
// | | g:::::g g:::::g | | |
|
||||
// | | g::::::g g:::::g | | |
|
||||
// | | g:::::::ggggg:::::g | | |
|
||||
// | | g::::::::::::::::g | | height
|
||||
// | | gg::::::::::::::g | | |
|
||||
// baseline ---*---------|---- gggggggg::::::g-----*-------- |
|
||||
// / | | g:::::g | |
|
||||
// origin | | gggggg g:::::g | |
|
||||
// | | g:::::gg gg:::::g | |
|
||||
// | | g::::::ggg:::::::g | |
|
||||
// | | gg:::::::::::::g | |
|
||||
// | | ggg::::::ggg | |
|
||||
// | | gggggg | v
|
||||
// | +-------------------------+----------------- ymin
|
||||
// | |
|
||||
// |------------- advanceX ----------->|
|
||||
|
||||
// A structure that describe a glyph.
|
||||
struct GlyphInfo
|
||||
{
|
||||
int Width; // Glyph's width in pixels.
|
||||
int Height; // Glyph's height in pixels.
|
||||
FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph.
|
||||
FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0.
|
||||
float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0.
|
||||
bool IsColored; // The glyph is colored
|
||||
};
|
||||
|
||||
// Font parameters and metrics.
|
||||
struct FontInfo
|
||||
{
|
||||
uint32_t PixelHeight; // Size this font was generated with.
|
||||
float Ascender; // The pixel extents above the baseline in pixels (typically positive).
|
||||
float Descender; // The extents below the baseline in pixels (typically negative).
|
||||
float LineSpacing; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate.
|
||||
float LineGap; // The spacing in pixels between one row's descent and the next row's ascent.
|
||||
float MaxAdvanceWidth; // This field gives the maximum horizontal cursor advance for all glyphs in the font.
|
||||
};
|
||||
|
||||
// FreeType glyph rasterizer.
|
||||
// NB: No ctor/dtor, explicitly call Init()/Shutdown()
|
||||
struct FreeTypeFont
|
||||
{
|
||||
bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
|
||||
void CloseFont();
|
||||
void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size
|
||||
const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint);
|
||||
const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info);
|
||||
void BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = nullptr);
|
||||
~FreeTypeFont() { CloseFont(); }
|
||||
|
||||
// [Internals]
|
||||
FontInfo Info; // Font descriptor of the current font.
|
||||
FT_Face Face;
|
||||
unsigned int UserFlags; // = ImFontConfig::RasterizerFlags
|
||||
FT_Int32 LoadFlags;
|
||||
FT_Render_Mode RenderMode;
|
||||
float RasterizationDensity;
|
||||
float InvRasterizationDensity;
|
||||
};
|
||||
|
||||
// From SDL_ttf: Handy routines for converting from fixed point
|
||||
#define FT_CEIL(X) (((X + 63) & -64) / 64)
|
||||
|
||||
bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags)
|
||||
{
|
||||
FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face);
|
||||
if (error != 0)
|
||||
return false;
|
||||
error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE);
|
||||
if (error != 0)
|
||||
return false;
|
||||
|
||||
// Convert to FreeType flags (NB: Bold and Oblique are processed separately)
|
||||
UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags;
|
||||
|
||||
LoadFlags = 0;
|
||||
if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0)
|
||||
LoadFlags |= FT_LOAD_NO_BITMAP;
|
||||
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting)
|
||||
LoadFlags |= FT_LOAD_NO_HINTING;
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint)
|
||||
LoadFlags |= FT_LOAD_NO_AUTOHINT;
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint)
|
||||
LoadFlags |= FT_LOAD_FORCE_AUTOHINT;
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting)
|
||||
LoadFlags |= FT_LOAD_TARGET_LIGHT;
|
||||
else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting)
|
||||
LoadFlags |= FT_LOAD_TARGET_MONO;
|
||||
else
|
||||
LoadFlags |= FT_LOAD_TARGET_NORMAL;
|
||||
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome)
|
||||
RenderMode = FT_RENDER_MODE_MONO;
|
||||
else
|
||||
RenderMode = FT_RENDER_MODE_NORMAL;
|
||||
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor)
|
||||
LoadFlags |= FT_LOAD_COLOR;
|
||||
|
||||
RasterizationDensity = cfg.RasterizerDensity;
|
||||
InvRasterizationDensity = 1.0f / RasterizationDensity;
|
||||
|
||||
memset(&Info, 0, sizeof(Info));
|
||||
SetPixelHeight((uint32_t)cfg.SizePixels);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FreeTypeFont::CloseFont()
|
||||
{
|
||||
if (Face)
|
||||
{
|
||||
FT_Done_Face(Face);
|
||||
Face = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void FreeTypeFont::SetPixelHeight(int pixel_height)
|
||||
{
|
||||
// Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height'
|
||||
// is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me.
|
||||
// NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result.
|
||||
FT_Size_RequestRec req;
|
||||
req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM;
|
||||
req.width = 0;
|
||||
req.height = (uint32_t)(pixel_height * 64 * RasterizationDensity);
|
||||
req.horiResolution = 0;
|
||||
req.vertResolution = 0;
|
||||
FT_Request_Size(Face, &req);
|
||||
|
||||
// Update font info
|
||||
FT_Size_Metrics metrics = Face->size->metrics;
|
||||
Info.PixelHeight = (uint32_t)(pixel_height * InvRasterizationDensity);
|
||||
Info.Ascender = (float)FT_CEIL(metrics.ascender) * InvRasterizationDensity;
|
||||
Info.Descender = (float)FT_CEIL(metrics.descender) * InvRasterizationDensity;
|
||||
Info.LineSpacing = (float)FT_CEIL(metrics.height) * InvRasterizationDensity;
|
||||
Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * InvRasterizationDensity;
|
||||
Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * InvRasterizationDensity;
|
||||
}
|
||||
|
||||
const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint)
|
||||
{
|
||||
uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint);
|
||||
if (glyph_index == 0)
|
||||
return nullptr;
|
||||
|
||||
// If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts.
|
||||
// - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076
|
||||
// - https://github.com/ocornut/imgui/issues/4567
|
||||
// - https://github.com/ocornut/imgui/issues/4566
|
||||
// You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version.
|
||||
FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags);
|
||||
if (error)
|
||||
return nullptr;
|
||||
|
||||
// Need an outline for this to work
|
||||
FT_GlyphSlot slot = Face->glyph;
|
||||
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG);
|
||||
#else
|
||||
#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12))
|
||||
IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font");
|
||||
#endif
|
||||
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP);
|
||||
#endif // IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
// Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting)
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold)
|
||||
FT_GlyphSlot_Embolden(slot);
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_Oblique)
|
||||
{
|
||||
FT_GlyphSlot_Oblique(slot);
|
||||
//FT_BBox bbox;
|
||||
//FT_Outline_Get_BBox(&slot->outline, &bbox);
|
||||
//slot->metrics.width = bbox.xMax - bbox.xMin;
|
||||
//slot->metrics.height = bbox.yMax - bbox.yMin;
|
||||
}
|
||||
|
||||
return &slot->metrics;
|
||||
}
|
||||
|
||||
const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info)
|
||||
{
|
||||
FT_GlyphSlot slot = Face->glyph;
|
||||
FT_Error error = FT_Render_Glyph(slot, RenderMode);
|
||||
if (error != 0)
|
||||
return nullptr;
|
||||
|
||||
FT_Bitmap* ft_bitmap = &Face->glyph->bitmap;
|
||||
out_glyph_info->Width = (int)ft_bitmap->width;
|
||||
out_glyph_info->Height = (int)ft_bitmap->rows;
|
||||
out_glyph_info->OffsetX = Face->glyph->bitmap_left;
|
||||
out_glyph_info->OffsetY = -Face->glyph->bitmap_top;
|
||||
out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x);
|
||||
out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA);
|
||||
|
||||
return ft_bitmap;
|
||||
}
|
||||
|
||||
void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table)
|
||||
{
|
||||
IM_ASSERT(ft_bitmap != nullptr);
|
||||
const uint32_t w = ft_bitmap->width;
|
||||
const uint32_t h = ft_bitmap->rows;
|
||||
const uint8_t* src = ft_bitmap->buffer;
|
||||
const uint32_t src_pitch = ft_bitmap->pitch;
|
||||
|
||||
switch (ft_bitmap->pixel_mode)
|
||||
{
|
||||
case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel.
|
||||
{
|
||||
if (multiply_table == nullptr)
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
for (uint32_t x = 0; x < w; x++)
|
||||
dst[x] = IM_COL32(255, 255, 255, src[x]);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
for (uint32_t x = 0; x < w; x++)
|
||||
dst[x] = IM_COL32(255, 255, 255, multiply_table[src[x]]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB.
|
||||
{
|
||||
uint8_t color0 = multiply_table ? multiply_table[0] : 0;
|
||||
uint8_t color1 = multiply_table ? multiply_table[255] : 255;
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
{
|
||||
uint8_t bits = 0;
|
||||
const uint8_t* bits_ptr = src;
|
||||
for (uint32_t x = 0; x < w; x++, bits <<= 1)
|
||||
{
|
||||
if ((x & 7) == 0)
|
||||
bits = *bits_ptr++;
|
||||
dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? color1 : color0);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case FT_PIXEL_MODE_BGRA:
|
||||
{
|
||||
// FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good.
|
||||
#define DE_MULTIPLY(color, alpha) (ImU32)(255.0f * (float)color / (float)alpha + 0.5f)
|
||||
if (multiply_table == nullptr)
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
for (uint32_t x = 0; x < w; x++)
|
||||
{
|
||||
uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3];
|
||||
dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
{
|
||||
for (uint32_t x = 0; x < w; x++)
|
||||
{
|
||||
uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3];
|
||||
dst[x] = IM_COL32(multiply_table[DE_MULTIPLY(r, a)], multiply_table[DE_MULTIPLY(g, a)], multiply_table[DE_MULTIPLY(b, a)], multiply_table[a]);
|
||||
}
|
||||
}
|
||||
}
|
||||
#undef DE_MULTIPLY
|
||||
break;
|
||||
}
|
||||
default:
|
||||
IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!");
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
|
||||
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
|
||||
#define STBRP_STATIC
|
||||
#define STB_RECT_PACK_IMPLEMENTATION
|
||||
#endif
|
||||
#ifdef IMGUI_STB_RECT_PACK_FILENAME
|
||||
#include IMGUI_STB_RECT_PACK_FILENAME
|
||||
#else
|
||||
#include "imstb_rectpack.h"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
struct ImFontBuildSrcGlyphFT
|
||||
{
|
||||
GlyphInfo Info;
|
||||
uint32_t Codepoint;
|
||||
unsigned int* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array
|
||||
|
||||
ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
struct ImFontBuildSrcDataFT
|
||||
{
|
||||
FreeTypeFont Font;
|
||||
stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
|
||||
const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
|
||||
int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
|
||||
int GlyphsHighest; // Highest requested codepoint
|
||||
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
|
||||
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
|
||||
ImVector<ImFontBuildSrcGlyphFT> GlyphsList;
|
||||
};
|
||||
|
||||
// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
|
||||
struct ImFontBuildDstDataFT
|
||||
{
|
||||
int SrcCount; // Number of source fonts targeting this destination font.
|
||||
int GlyphsHighest;
|
||||
int GlyphsCount;
|
||||
ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
|
||||
};
|
||||
|
||||
bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags)
|
||||
{
|
||||
IM_ASSERT(atlas->ConfigData.Size > 0);
|
||||
|
||||
ImFontAtlasBuildInit(atlas);
|
||||
|
||||
// Clear atlas
|
||||
atlas->TexID = 0;
|
||||
atlas->TexWidth = atlas->TexHeight = 0;
|
||||
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
|
||||
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
|
||||
atlas->ClearTexData();
|
||||
|
||||
// Temporary storage for building
|
||||
bool src_load_color = false;
|
||||
ImVector<ImFontBuildSrcDataFT> src_tmp_array;
|
||||
ImVector<ImFontBuildDstDataFT> dst_tmp_array;
|
||||
src_tmp_array.resize(atlas->ConfigData.Size);
|
||||
dst_tmp_array.resize(atlas->Fonts.Size);
|
||||
memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
|
||||
memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
|
||||
|
||||
// 1. Initialize font loading structure, check font data validity
|
||||
for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
|
||||
{
|
||||
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
FreeTypeFont& font_face = src_tmp.Font;
|
||||
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
|
||||
|
||||
// Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
|
||||
src_tmp.DstIndex = -1;
|
||||
for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
|
||||
if (cfg.DstFont == atlas->Fonts[output_i])
|
||||
src_tmp.DstIndex = output_i;
|
||||
IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
|
||||
if (src_tmp.DstIndex == -1)
|
||||
return false;
|
||||
|
||||
// Load font
|
||||
if (!font_face.InitFont(ft_library, cfg, extra_flags))
|
||||
return false;
|
||||
|
||||
// Measure highest codepoints
|
||||
src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0;
|
||||
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
|
||||
src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
|
||||
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
|
||||
{
|
||||
// Check for valid range. This may also help detect *some* dangling pointers, because a common
|
||||
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
|
||||
IM_ASSERT(src_range[0] <= src_range[1]);
|
||||
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
|
||||
}
|
||||
dst_tmp.SrcCount++;
|
||||
dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
|
||||
}
|
||||
|
||||
// 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
|
||||
int total_glyphs_count = 0;
|
||||
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
|
||||
{
|
||||
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
|
||||
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
|
||||
src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
|
||||
if (dst_tmp.GlyphsSet.Storage.empty())
|
||||
dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
|
||||
|
||||
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
|
||||
for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++)
|
||||
{
|
||||
if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
|
||||
continue;
|
||||
uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..)
|
||||
if (glyph_index == 0)
|
||||
continue;
|
||||
|
||||
// Add to avail set/counters
|
||||
src_tmp.GlyphsCount++;
|
||||
dst_tmp.GlyphsCount++;
|
||||
src_tmp.GlyphsSet.SetBit(codepoint);
|
||||
dst_tmp.GlyphsSet.SetBit(codepoint);
|
||||
total_glyphs_count++;
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
|
||||
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
|
||||
{
|
||||
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
|
||||
src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
|
||||
|
||||
IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32));
|
||||
const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin();
|
||||
const ImU32* it_end = src_tmp.GlyphsSet.Storage.end();
|
||||
for (const ImU32* it = it_begin; it < it_end; it++)
|
||||
if (ImU32 entries_32 = *it)
|
||||
for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
|
||||
if (entries_32 & ((ImU32)1 << bit_n))
|
||||
{
|
||||
ImFontBuildSrcGlyphFT src_glyph;
|
||||
src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n);
|
||||
//src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it..
|
||||
src_tmp.GlyphsList.push_back(src_glyph);
|
||||
}
|
||||
src_tmp.GlyphsSet.Clear();
|
||||
IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
|
||||
}
|
||||
for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
|
||||
dst_tmp_array[dst_i].GlyphsSet.Clear();
|
||||
dst_tmp_array.clear();
|
||||
|
||||
// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
|
||||
// (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
|
||||
ImVector<stbrp_rect> buf_rects;
|
||||
buf_rects.resize(total_glyphs_count);
|
||||
memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
|
||||
|
||||
// Allocate temporary rasterization data buffers.
|
||||
// We could not find a way to retrieve accurate glyph size without rendering them.
|
||||
// (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform)
|
||||
// We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't mind the temporary allocations.
|
||||
const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024;
|
||||
int buf_bitmap_current_used_bytes = 0;
|
||||
ImVector<unsigned char*> buf_bitmap_buffers;
|
||||
buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));
|
||||
|
||||
// 4. Gather glyphs sizes so we can pack them in our virtual canvas.
|
||||
// 8. Render/rasterize font characters into the texture
|
||||
int total_surface = 0;
|
||||
int buf_rects_out_n = 0;
|
||||
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
|
||||
{
|
||||
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
if (src_tmp.GlyphsCount == 0)
|
||||
continue;
|
||||
|
||||
src_tmp.Rects = &buf_rects[buf_rects_out_n];
|
||||
buf_rects_out_n += src_tmp.GlyphsCount;
|
||||
|
||||
// Compute multiply table if requested
|
||||
const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);
|
||||
unsigned char multiply_table[256];
|
||||
if (multiply_enabled)
|
||||
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
|
||||
|
||||
// Gather the sizes of all rectangles we will need to pack
|
||||
const int padding = atlas->TexGlyphPadding;
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
|
||||
{
|
||||
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
|
||||
|
||||
const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint);
|
||||
if (metrics == nullptr)
|
||||
continue;
|
||||
|
||||
// Render glyph into a bitmap (currently held by FreeType)
|
||||
const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info);
|
||||
if (ft_bitmap == nullptr)
|
||||
continue;
|
||||
|
||||
// Allocate new temporary chunk if needed
|
||||
const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4;
|
||||
if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE)
|
||||
{
|
||||
buf_bitmap_current_used_bytes = 0;
|
||||
buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));
|
||||
}
|
||||
IM_ASSERT(buf_bitmap_current_used_bytes + bitmap_size_in_bytes <= BITMAP_BUFFERS_CHUNK_SIZE); // We could probably allocate custom-sized buffer instead.
|
||||
|
||||
// Blit rasterized pixels to our temporary buffer and keep a pointer to it.
|
||||
src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes);
|
||||
buf_bitmap_current_used_bytes += bitmap_size_in_bytes;
|
||||
src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : nullptr);
|
||||
|
||||
src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding);
|
||||
src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding);
|
||||
total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
|
||||
}
|
||||
}
|
||||
|
||||
// We need a width for the skyline algorithm, any width!
|
||||
// The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
|
||||
// User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
|
||||
const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
|
||||
atlas->TexHeight = 0;
|
||||
if (atlas->TexDesiredWidth > 0)
|
||||
atlas->TexWidth = atlas->TexDesiredWidth;
|
||||
else
|
||||
atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;
|
||||
|
||||
// 5. Start packing
|
||||
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
|
||||
const int TEX_HEIGHT_MAX = 1024 * 32;
|
||||
const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding;
|
||||
ImVector<stbrp_node> pack_nodes;
|
||||
pack_nodes.resize(num_nodes_for_packing_algorithm);
|
||||
stbrp_context pack_context;
|
||||
stbrp_init_target(&pack_context, atlas->TexWidth - atlas->TexGlyphPadding, TEX_HEIGHT_MAX - atlas->TexGlyphPadding, pack_nodes.Data, pack_nodes.Size);
|
||||
ImFontAtlasBuildPackCustomRects(atlas, &pack_context);
|
||||
|
||||
// 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
|
||||
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
|
||||
{
|
||||
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
|
||||
if (src_tmp.GlyphsCount == 0)
|
||||
continue;
|
||||
|
||||
stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount);
|
||||
|
||||
// Extend texture height and mark missing glyphs as non-packed so we won't render them.
|
||||
// FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||
if (src_tmp.Rects[glyph_i].was_packed)
|
||||
atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
|
||||
}
|
||||
|
||||
// 7. Allocate texture
|
||||
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
|
||||
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
|
||||
if (src_load_color)
|
||||
{
|
||||
size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 4;
|
||||
atlas->TexPixelsRGBA32 = (unsigned int*)IM_ALLOC(tex_size);
|
||||
memset(atlas->TexPixelsRGBA32, 0, tex_size);
|
||||
}
|
||||
else
|
||||
{
|
||||
size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 1;
|
||||
atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(tex_size);
|
||||
memset(atlas->TexPixelsAlpha8, 0, tex_size);
|
||||
}
|
||||
|
||||
// 8. Copy rasterized font characters back into the main texture
|
||||
// 9. Setup ImFont and glyphs for runtime
|
||||
bool tex_use_colors = false;
|
||||
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
|
||||
{
|
||||
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
|
||||
if (src_tmp.GlyphsCount == 0)
|
||||
continue;
|
||||
|
||||
// When merging fonts with MergeMode=true:
|
||||
// - We can have multiple input fonts writing into a same destination font.
|
||||
// - dst_font->ConfigData is != from cfg which is our source configuration.
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
ImFont* dst_font = cfg.DstFont;
|
||||
|
||||
const float ascent = src_tmp.Font.Info.Ascender;
|
||||
const float descent = src_tmp.Font.Info.Descender;
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
const float font_off_x = cfg.GlyphOffset.x;
|
||||
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||
|
||||
const int padding = atlas->TexGlyphPadding;
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||
{
|
||||
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
|
||||
stbrp_rect& pack_rect = src_tmp.Rects[glyph_i];
|
||||
IM_ASSERT(pack_rect.was_packed);
|
||||
if (pack_rect.w == 0 && pack_rect.h == 0)
|
||||
continue;
|
||||
|
||||
GlyphInfo& info = src_glyph.Info;
|
||||
IM_ASSERT(info.Width + padding <= pack_rect.w);
|
||||
IM_ASSERT(info.Height + padding <= pack_rect.h);
|
||||
const int tx = pack_rect.x + padding;
|
||||
const int ty = pack_rect.y + padding;
|
||||
|
||||
// Register glyph
|
||||
float x0 = info.OffsetX * src_tmp.Font.InvRasterizationDensity + font_off_x;
|
||||
float y0 = info.OffsetY * src_tmp.Font.InvRasterizationDensity + font_off_y;
|
||||
float x1 = x0 + info.Width * src_tmp.Font.InvRasterizationDensity;
|
||||
float y1 = y0 + info.Height * src_tmp.Font.InvRasterizationDensity;
|
||||
float u0 = (tx) / (float)atlas->TexWidth;
|
||||
float v0 = (ty) / (float)atlas->TexHeight;
|
||||
float u1 = (tx + info.Width) / (float)atlas->TexWidth;
|
||||
float v1 = (ty + info.Height) / (float)atlas->TexHeight;
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity);
|
||||
|
||||
ImFontGlyph* dst_glyph = &dst_font->Glyphs.back();
|
||||
IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint);
|
||||
if (src_glyph.Info.IsColored)
|
||||
dst_glyph->Colored = tex_use_colors = true;
|
||||
|
||||
// Blit from temporary buffer to final texture
|
||||
size_t blit_src_stride = (size_t)src_glyph.Info.Width;
|
||||
size_t blit_dst_stride = (size_t)atlas->TexWidth;
|
||||
unsigned int* blit_src = src_glyph.BitmapData;
|
||||
if (atlas->TexPixelsAlpha8 != nullptr)
|
||||
{
|
||||
unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx;
|
||||
for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride)
|
||||
for (int x = 0; x < info.Width; x++)
|
||||
blit_dst[x] = (unsigned char)((blit_src[x] >> IM_COL32_A_SHIFT) & 0xFF);
|
||||
}
|
||||
else
|
||||
{
|
||||
unsigned int* blit_dst = atlas->TexPixelsRGBA32 + (ty * blit_dst_stride) + tx;
|
||||
for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride)
|
||||
for (int x = 0; x < info.Width; x++)
|
||||
blit_dst[x] = blit_src[x];
|
||||
}
|
||||
}
|
||||
|
||||
src_tmp.Rects = nullptr;
|
||||
}
|
||||
atlas->TexPixelsUseColors = tex_use_colors;
|
||||
|
||||
// Cleanup
|
||||
for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++)
|
||||
IM_FREE(buf_bitmap_buffers[buf_i]);
|
||||
src_tmp_array.clear_destruct();
|
||||
|
||||
ImFontAtlasBuildFinish(atlas);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// FreeType memory allocation callbacks
|
||||
static void* FreeType_Alloc(FT_Memory /*memory*/, long size)
|
||||
{
|
||||
return GImGuiFreeTypeAllocFunc((size_t)size, GImGuiFreeTypeAllocatorUserData);
|
||||
}
|
||||
|
||||
static void FreeType_Free(FT_Memory /*memory*/, void* block)
|
||||
{
|
||||
GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);
|
||||
}
|
||||
|
||||
static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block)
|
||||
{
|
||||
// Implement realloc() as we don't ask user to provide it.
|
||||
if (block == nullptr)
|
||||
return GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData);
|
||||
|
||||
if (new_size == 0)
|
||||
{
|
||||
GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (new_size > cur_size)
|
||||
{
|
||||
void* new_block = GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData);
|
||||
memcpy(new_block, block, (size_t)cur_size);
|
||||
GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData);
|
||||
return new_block;
|
||||
}
|
||||
|
||||
return block;
|
||||
}
|
||||
|
||||
static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas)
|
||||
{
|
||||
// FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
|
||||
FT_MemoryRec_ memory_rec = {};
|
||||
memory_rec.user = nullptr;
|
||||
memory_rec.alloc = &FreeType_Alloc;
|
||||
memory_rec.free = &FreeType_Free;
|
||||
memory_rec.realloc = &FreeType_Realloc;
|
||||
|
||||
// https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library
|
||||
FT_Library ft_library;
|
||||
FT_Error error = FT_New_Library(&memory_rec, &ft_library);
|
||||
if (error != 0)
|
||||
return false;
|
||||
|
||||
// If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator.
|
||||
FT_Add_Default_Modules(ft_library);
|
||||
|
||||
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
// Install svg hooks for FreeType
|
||||
// https://freetype.org/freetype2/docs/reference/ft2-properties.html#svg-hooks
|
||||
// https://freetype.org/freetype2/docs/reference/ft2-svg_fonts.html#svg_fonts
|
||||
SVG_RendererHooks hooks = { ImGuiLunasvgPortInit, ImGuiLunasvgPortFree, ImGuiLunasvgPortRender, ImGuiLunasvgPortPresetSlot };
|
||||
FT_Property_Set(ft_library, "ot-svg", "svg-hooks", &hooks);
|
||||
#endif // IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags);
|
||||
FT_Done_Library(ft_library);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
const ImFontBuilderIO* ImGuiFreeType::GetBuilderForFreeType()
|
||||
{
|
||||
static ImFontBuilderIO io;
|
||||
io.FontBuilder_Build = ImFontAtlasBuildWithFreeType;
|
||||
return &io;
|
||||
}
|
||||
|
||||
void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
|
||||
{
|
||||
GImGuiFreeTypeAllocFunc = alloc_func;
|
||||
GImGuiFreeTypeFreeFunc = free_func;
|
||||
GImGuiFreeTypeAllocatorUserData = user_data;
|
||||
}
|
||||
|
||||
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
// For more details, see https://gitlab.freedesktop.org/freetype/freetype-demos/-/blob/master/src/rsvg-port.c
|
||||
// The original code from the demo is licensed under CeCILL-C Free Software License Agreement (https://gitlab.freedesktop.org/freetype/freetype/-/blob/master/LICENSE.TXT)
|
||||
struct LunasvgPortState
|
||||
{
|
||||
FT_Error err = FT_Err_Ok;
|
||||
lunasvg::Matrix matrix;
|
||||
std::unique_ptr<lunasvg::Document> svg = nullptr;
|
||||
};
|
||||
|
||||
static FT_Error ImGuiLunasvgPortInit(FT_Pointer* _state)
|
||||
{
|
||||
*_state = IM_NEW(LunasvgPortState)();
|
||||
return FT_Err_Ok;
|
||||
}
|
||||
|
||||
static void ImGuiLunasvgPortFree(FT_Pointer* _state)
|
||||
{
|
||||
IM_DELETE(*(LunasvgPortState**)_state);
|
||||
}
|
||||
|
||||
static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state)
|
||||
{
|
||||
LunasvgPortState* state = *(LunasvgPortState**)_state;
|
||||
|
||||
// If there was an error while loading the svg in ImGuiLunasvgPortPresetSlot(), the renderer hook still get called, so just returns the error.
|
||||
if (state->err != FT_Err_Ok)
|
||||
return state->err;
|
||||
|
||||
// rows is height, pitch (or stride) equals to width * sizeof(int32)
|
||||
lunasvg::Bitmap bitmap((uint8_t*)slot->bitmap.buffer, slot->bitmap.width, slot->bitmap.rows, slot->bitmap.pitch);
|
||||
state->svg->setMatrix(state->svg->matrix().identity()); // Reset the svg matrix to the default value
|
||||
state->svg->render(bitmap, state->matrix); // state->matrix is already scaled and translated
|
||||
state->err = FT_Err_Ok;
|
||||
return state->err;
|
||||
}
|
||||
|
||||
static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_Pointer* _state)
|
||||
{
|
||||
FT_SVG_Document document = (FT_SVG_Document)slot->other;
|
||||
LunasvgPortState* state = *(LunasvgPortState**)_state;
|
||||
FT_Size_Metrics& metrics = document->metrics;
|
||||
|
||||
// This function is called twice, once in the FT_Load_Glyph() and another right before ImGuiLunasvgPortRender().
|
||||
// If it's the latter, don't do anything because it's // already done in the former.
|
||||
if (cache)
|
||||
return state->err;
|
||||
|
||||
state->svg = lunasvg::Document::loadFromData((const char*)document->svg_document, document->svg_document_length);
|
||||
if (state->svg == nullptr)
|
||||
{
|
||||
state->err = FT_Err_Invalid_SVG_Document;
|
||||
return state->err;
|
||||
}
|
||||
|
||||
lunasvg::Box box = state->svg->box();
|
||||
double scale = std::min(metrics.x_ppem / box.w, metrics.y_ppem / box.h);
|
||||
double xx = (double)document->transform.xx / (1 << 16);
|
||||
double xy = -(double)document->transform.xy / (1 << 16);
|
||||
double yx = -(double)document->transform.yx / (1 << 16);
|
||||
double yy = (double)document->transform.yy / (1 << 16);
|
||||
double x0 = (double)document->delta.x / 64 * box.w / metrics.x_ppem;
|
||||
double y0 = -(double)document->delta.y / 64 * box.h / metrics.y_ppem;
|
||||
|
||||
// Scale and transform, we don't translate the svg yet
|
||||
state->matrix.identity();
|
||||
state->matrix.scale(scale, scale);
|
||||
state->matrix.transform(xx, xy, yx, yy, x0, y0);
|
||||
state->svg->setMatrix(state->matrix);
|
||||
|
||||
// Pre-translate the matrix for the rendering step
|
||||
state->matrix.translate(-box.x, -box.y);
|
||||
|
||||
// Get the box again after the transformation
|
||||
box = state->svg->box();
|
||||
|
||||
// Calculate the bitmap size
|
||||
slot->bitmap_left = FT_Int(box.x);
|
||||
slot->bitmap_top = FT_Int(-box.y);
|
||||
slot->bitmap.rows = (unsigned int)(ImCeil((float)box.h));
|
||||
slot->bitmap.width = (unsigned int)(ImCeil((float)box.w));
|
||||
slot->bitmap.pitch = slot->bitmap.width * 4;
|
||||
slot->bitmap.pixel_mode = FT_PIXEL_MODE_BGRA;
|
||||
|
||||
// Compute all the bearings and set them correctly. The outline is scaled already, we just need to use the bounding box.
|
||||
double metrics_width = box.w;
|
||||
double metrics_height = box.h;
|
||||
double horiBearingX = box.x;
|
||||
double horiBearingY = -box.y;
|
||||
double vertBearingX = slot->metrics.horiBearingX / 64.0 - slot->metrics.horiAdvance / 64.0 / 2.0;
|
||||
double vertBearingY = (slot->metrics.vertAdvance / 64.0 - slot->metrics.height / 64.0) / 2.0;
|
||||
slot->metrics.width = FT_Pos(IM_ROUND(metrics_width * 64.0)); // Using IM_ROUND() assume width and height are positive
|
||||
slot->metrics.height = FT_Pos(IM_ROUND(metrics_height * 64.0));
|
||||
slot->metrics.horiBearingX = FT_Pos(horiBearingX * 64);
|
||||
slot->metrics.horiBearingY = FT_Pos(horiBearingY * 64);
|
||||
slot->metrics.vertBearingX = FT_Pos(vertBearingX * 64);
|
||||
slot->metrics.vertBearingY = FT_Pos(vertBearingY * 64);
|
||||
|
||||
if (slot->metrics.vertAdvance == 0)
|
||||
slot->metrics.vertAdvance = FT_Pos(metrics_height * 1.2 * 64.0);
|
||||
|
||||
state->err = FT_Err_Ok;
|
||||
return state->err;
|
||||
}
|
||||
|
||||
#endif // #ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef __GNUC__
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (pop)
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
|
@ -0,0 +1,51 @@
|
|||
// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder)
|
||||
// (headers)
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Forward declarations
|
||||
struct ImFontAtlas;
|
||||
struct ImFontBuilderIO;
|
||||
|
||||
// Hinting greatly impacts visuals (and glyph sizes).
|
||||
// - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
|
||||
// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h
|
||||
// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
|
||||
// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
|
||||
// You can set those flags globaly in ImFontAtlas::FontBuilderFlags
|
||||
// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags
|
||||
enum ImGuiFreeTypeBuilderFlags
|
||||
{
|
||||
ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
|
||||
ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, // Disable auto-hinter.
|
||||
ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter.
|
||||
ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text.
|
||||
ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output.
|
||||
ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font?
|
||||
ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style?
|
||||
ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results!
|
||||
ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs
|
||||
ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 // Enable FreeType bitmap glyphs
|
||||
};
|
||||
|
||||
namespace ImGuiFreeType
|
||||
{
|
||||
// This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'.
|
||||
// If you need to dynamically select between multiple builders:
|
||||
// - you can manually assign this builder with 'atlas->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()'
|
||||
// - prefer deep-copying this into your own ImFontBuilderIO instance if you use hot-reloading that messes up static data.
|
||||
IMGUI_API const ImFontBuilderIO* GetBuilderForFreeType();
|
||||
|
||||
// Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE()
|
||||
// However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired.
|
||||
IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = nullptr);
|
||||
|
||||
// Obsolete names (will be removed soon)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
//static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE'
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
Loading…
Reference in New Issue