#include "ImGuiRenderer.h" #include #include #include #include #include #include namespace QtImGui { namespace { QHash 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(); g_fun = new QOpenGLFunctions_3_2_Core(); g_fun->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(); }; io.IniFilename = nullptr; 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]); g_fun->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); g_fun->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); g_fun->glGenVertexArrays(1, &g_VaoHandle); g_fun->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); g_fun->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(event)); break; case QEvent::Wheel: this->onWheel(static_cast(event)); break; case QEvent::KeyPress: case QEvent::KeyRelease: this->onKeyPressRelease(static_cast(event)); break; default: break; } return QObject::eventFilter(watched, event); } ImGuiRenderer* ImGuiRenderer::instance() { static ImGuiRenderer* instance = nullptr; if (!instance) { instance = new ImGuiRenderer(); } return instance; } }