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authorMiodrag Milanovic <mmicko@gmail.com>2018-10-21 09:29:06 +0200
committerMiodrag Milanovic <mmicko@gmail.com>2018-10-24 19:00:58 +0200
commit40722c098d11d01dec727d1c1cbf507e54de7255 (patch)
treee25d3f82b6d91d9b34ffbb946d7b86fadecd6825 /3rdparty/qtimgui/ImGuiRenderer.cpp
parentb948b76c8ea5ec57b6a424baa1b117c0025c0328 (diff)
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add qtimgui renderer library
Diffstat (limited to '3rdparty/qtimgui/ImGuiRenderer.cpp')
-rw-r--r--3rdparty/qtimgui/ImGuiRenderer.cpp381
1 files changed, 381 insertions, 0 deletions
diff --git a/3rdparty/qtimgui/ImGuiRenderer.cpp b/3rdparty/qtimgui/ImGuiRenderer.cpp
new file mode 100644
index 00000000..7f19dcd1
--- /dev/null
+++ b/3rdparty/qtimgui/ImGuiRenderer.cpp
@@ -0,0 +1,381 @@
+#include "ImGuiRenderer.h"
+#include <QDateTime>
+#include <QGuiApplication>
+#include <QMouseEvent>
+#include <QClipboard>
+#include <QCursor>
+#include <QDebug>
+
+namespace QtImGui {
+
+namespace {
+
+QHash<int, ImGuiKey> keyMap = {
+ { Qt::Key_Tab, ImGuiKey_Tab },
+ { Qt::Key_Left, ImGuiKey_LeftArrow },
+ { Qt::Key_Right, ImGuiKey_RightArrow },
+ { Qt::Key_Up, ImGuiKey_UpArrow },
+ { Qt::Key_Down, ImGuiKey_DownArrow },
+ { Qt::Key_PageUp, ImGuiKey_PageUp },
+ { Qt::Key_PageDown, ImGuiKey_PageDown },
+ { Qt::Key_Home, ImGuiKey_Home },
+ { Qt::Key_End, ImGuiKey_End },
+ { Qt::Key_Delete, ImGuiKey_Delete },
+ { Qt::Key_Backspace, ImGuiKey_Backspace },
+ { Qt::Key_Enter, ImGuiKey_Enter },
+ { Qt::Key_Escape, ImGuiKey_Escape },
+ { Qt::Key_A, ImGuiKey_A },
+ { Qt::Key_C, ImGuiKey_C },
+ { Qt::Key_V, ImGuiKey_V },
+ { Qt::Key_X, ImGuiKey_X },
+ { Qt::Key_Y, ImGuiKey_Y },
+ { Qt::Key_Z, ImGuiKey_Z },
+};
+
+QByteArray g_currentClipboardText;
+
+}
+
+void ImGuiRenderer::initialize(WindowWrapper *window) {
+ m_window.reset(window);
+ initializeOpenGLFunctions();
+
+ ImGui::CreateContext();
+
+ ImGuiIO &io = ImGui::GetIO();
+ for (ImGuiKey key : keyMap.values()) {
+ io.KeyMap[key] = key;
+ }
+
+ io.RenderDrawListsFn = [](ImDrawData *drawData) {
+ instance()->renderDrawList(drawData);
+ };
+ io.SetClipboardTextFn = [](void *user_data, const char *text) {
+ Q_UNUSED(user_data);
+ QGuiApplication::clipboard()->setText(text);
+ };
+ io.GetClipboardTextFn = [](void *user_data) {
+ Q_UNUSED(user_data);
+ g_currentClipboardText = QGuiApplication::clipboard()->text().toUtf8();
+ return (const char *)g_currentClipboardText.data();
+ };
+
+ window->installEventFilter(this);
+}
+
+void ImGuiRenderer::renderDrawList(ImDrawData *draw_data)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ ImGuiIO& io = ImGui::GetIO();
+ int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+ int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+ draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+ // Backup GL state
+ GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
+ glActiveTexture(GL_TEXTURE0);
+ GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+ GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
+ GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+ GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
+ GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
+ GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
+ GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
+ GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
+ GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ 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_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup viewport, orthographic projection matrix
+ glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ {-1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(g_ShaderHandle);
+ glUniform1i(g_AttribLocationTex, 0);
+ glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+ glBindVertexArray(g_VaoHandle);
+
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawIdx* idx_buffer_offset = 0;
+
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+ glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (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)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+ glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+ }
+ idx_buffer_offset += pcmd->ElemCount;
+ }
+ }
+
+ // Restore modified GL state
+ glUseProgram(last_program);
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+ glActiveTexture(last_active_texture);
+ glBindVertexArray(last_vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
+ 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_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+ 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]);
+}
+
+bool ImGuiRenderer::createFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (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
+ GLint last_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGenTextures(1, &g_FontTexture);
+ glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // Store our identifier
+ io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
+
+ // Restore state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ return true;
+}
+
+bool ImGuiRenderer::createDeviceObjects()
+{
+ // Backup GL state
+ GLint last_texture, last_array_buffer, last_vertex_array;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "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* fragment_shader =
+ "#version 330\n"
+ "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";
+
+ g_ShaderHandle = glCreateProgram();
+ g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
+ g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
+ glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
+ glCompileShader(g_VertHandle);
+ glCompileShader(g_FragHandle);
+ glAttachShader(g_ShaderHandle, g_VertHandle);
+ glAttachShader(g_ShaderHandle, g_FragHandle);
+ glLinkProgram(g_ShaderHandle);
+
+ g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
+ g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
+ g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
+ g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
+ g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
+
+ glGenBuffers(1, &g_VboHandle);
+ glGenBuffers(1, &g_ElementsHandle);
+
+ glGenVertexArrays(1, &g_VaoHandle);
+ glBindVertexArray(g_VaoHandle);
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+ glEnableVertexAttribArray(g_AttribLocationPosition);
+ glEnableVertexAttribArray(g_AttribLocationUV);
+ glEnableVertexAttribArray(g_AttribLocationColor);
+
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+ glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+#undef OFFSETOF
+
+ createFontsTexture();
+
+ // Restore modified GL state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ glBindVertexArray(last_vertex_array);
+
+ return true;
+}
+
+void ImGuiRenderer::newFrame()
+{
+ if (!g_FontTexture)
+ createDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ io.DisplaySize = ImVec2(m_window->size().width(), m_window->size().height());
+ io.DisplayFramebufferScale = ImVec2(m_window->devicePixelRatio(), m_window->devicePixelRatio());
+
+ // Setup time step
+ double current_time = QDateTime::currentMSecsSinceEpoch() / double(1000);
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+ g_Time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ if (m_window->isActive())
+ {
+ auto pos = m_window->mapFromGlobal(QCursor::pos());
+ io.MousePos = ImVec2(pos.x(), pos.y()); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
+ }
+ else
+ {
+ io.MousePos = ImVec2(-1,-1);
+ }
+
+ for (int i = 0; i < 3; i++)
+ {
+ io.MouseDown[i] = g_MousePressed[i];
+ }
+
+ io.MouseWheelH = g_MouseWheelH;
+ io.MouseWheel = g_MouseWheel;
+ g_MouseWheelH = 0;
+ g_MouseWheel = 0;
+
+ // Hide OS mouse cursor if ImGui is drawing it
+ // glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+void ImGuiRenderer::onMousePressedChange(QMouseEvent *event)
+{
+ g_MousePressed[0] = event->buttons() & Qt::LeftButton;
+ g_MousePressed[1] = event->buttons() & Qt::RightButton;
+ g_MousePressed[2] = event->buttons() & Qt::MiddleButton;
+}
+
+void ImGuiRenderer::onWheel(QWheelEvent *event)
+{
+ // 5 lines per unit
+ g_MouseWheelH += event->pixelDelta().x() / (ImGui::GetTextLineHeight());
+ g_MouseWheel += event->pixelDelta().y() / (5.0 * ImGui::GetTextLineHeight());
+}
+
+void ImGuiRenderer::onKeyPressRelease(QKeyEvent *event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (keyMap.contains(event->key())) {
+ io.KeysDown[keyMap[event->key()]] = event->type() == QEvent::KeyPress;
+ }
+
+ if (event->type() == QEvent::KeyPress) {
+ QString text = event->text();
+ if (text.size() == 1) {
+ io.AddInputCharacter(text.at(0).unicode());
+ }
+ }
+
+#ifdef Q_OS_MAC
+ io.KeyCtrl = event->modifiers() & Qt::MetaModifier;
+ io.KeyShift = event->modifiers() & Qt::ShiftModifier;
+ io.KeyAlt = event->modifiers() & Qt::AltModifier;
+ io.KeySuper = event->modifiers() & Qt::ControlModifier; // Comamnd key
+#else
+ io.KeyCtrl = event->modifiers() & Qt::ControlModifier;
+ io.KeyShift = event->modifiers() & Qt::ShiftModifier;
+ io.KeyAlt = event->modifiers() & Qt::AltModifier;
+ io.KeySuper = event->modifiers() & Qt::MetaModifier;
+#endif
+}
+
+bool ImGuiRenderer::eventFilter(QObject *watched, QEvent *event)
+{
+ switch (event->type()) {
+ case QEvent::MouseButtonPress:
+ case QEvent::MouseButtonRelease:
+ this->onMousePressedChange(static_cast<QMouseEvent *>(event));
+ break;
+ case QEvent::Wheel:
+ this->onWheel(static_cast<QWheelEvent *>(event));
+ break;
+ case QEvent::KeyPress:
+ case QEvent::KeyRelease:
+ this->onKeyPressRelease(static_cast<QKeyEvent *>(event));
+ break;
+ default:
+ break;
+ }
+ return QObject::eventFilter(watched, event);
+}
+
+ImGuiRenderer* ImGuiRenderer::instance() {
+ static ImGuiRenderer* instance = nullptr;
+ if (!instance) {
+ instance = new ImGuiRenderer();
+ }
+ return instance;
+}
+
+}