diff options
author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2021-06-22 02:47:45 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-06-22 02:47:45 +0200 |
commit | e93df8332d86b67dff89d24788525a027b8d0c4c (patch) | |
tree | 3c2e085706f3824aa34d2dce5747c9c86a79723a /src | |
parent | Merge pull request #56 from LaG1924/ftr/upgrade-build-system (diff) | |
parent | Minor changes to Ui scripts (diff) | |
download | AltCraft-e93df8332d86b67dff89d24788525a027b8d0c4c.tar AltCraft-e93df8332d86b67dff89d24788525a027b8d0c4c.tar.gz AltCraft-e93df8332d86b67dff89d24788525a027b8d0c4c.tar.bz2 AltCraft-e93df8332d86b67dff89d24788525a027b8d0c4c.tar.lz AltCraft-e93df8332d86b67dff89d24788525a027b8d0c4c.tar.xz AltCraft-e93df8332d86b67dff89d24788525a027b8d0c4c.tar.zst AltCraft-e93df8332d86b67dff89d24788525a027b8d0c4c.zip |
Diffstat (limited to 'src')
-rw-r--r-- | src/AssetManager.cpp | 17 | ||||
-rw-r--r-- | src/AssetManager.hpp | 2 | ||||
-rw-r--r-- | src/Plugin.cpp | 62 | ||||
-rw-r--r-- | src/Plugin.hpp | 3 | ||||
-rw-r--r-- | src/Render.cpp | 544 | ||||
-rw-r--r-- | src/Render.hpp | 24 | ||||
-rw-r--r-- | src/Rml.cpp | 210 | ||||
-rw-r--r-- | src/Rml.hpp | 86 | ||||
-rw-r--r-- | src/Shader.hpp | 8 | ||||
-rw-r--r-- | src/imgui_impl_sdl_gl3.cpp | 401 | ||||
-rw-r--r-- | src/imgui_impl_sdl_gl3.h | 19 |
11 files changed, 574 insertions, 802 deletions
diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp index 514d008..7bcfaae 100644 --- a/src/AssetManager.cpp +++ b/src/AssetManager.cpp @@ -64,6 +64,9 @@ void AssetManager::InitAssetManager() ParseBlockModels(); PluginSystem::Init(); +} + +void AssetManager::InitPostRml() { LoadScripts(); } @@ -402,22 +405,26 @@ void ParseAssetShader(AssetTreeNode &node) { std::string vertPath = j["vert"].get<std::string>(); std::string fragPath = j["frag"].get<std::string>(); - AssetTreeNode *vertAsset = AssetManager::GetAssetByAssetName(vertPath); - AssetTreeNode *fragAsset = AssetManager::GetAssetByAssetName(fragPath); + AssetTreeNode* vertAsset = AssetManager::GetAssetByAssetName(vertPath); + AssetTreeNode* fragAsset = AssetManager::GetAssetByAssetName(fragPath); std::string vertSource((char*)vertAsset->data.data(), (char*)vertAsset->data.data() + vertAsset->data.size()); std::string fragSource((char*)fragAsset->data.data(), (char*)fragAsset->data.data() + fragAsset->data.size()); std::vector<std::string> uniforms; - for (auto &it : j["uniforms"]) { + for (auto& it : j["uniforms"]) { uniforms.push_back(it.get<std::string>()); } node.asset = std::make_unique<AssetShader>(); - AssetShader *asset = dynamic_cast<AssetShader*>(node.asset.get()); + AssetShader* asset = dynamic_cast<AssetShader*>(node.asset.get()); asset->shader = std::make_unique<Shader>(vertSource, fragSource, uniforms); + } catch (std::exception &e) { + glCheckError(); + LOG(ERROR) << "Shader asset parsing failed: " << e.what(); } catch (...) { glCheckError(); + LOG(ERROR) << "Shader asset parsing failed with unknown reason"; return; } } @@ -426,8 +433,6 @@ void ParseAssetScript(AssetTreeNode &node) { node.asset = std::make_unique<AssetScript>(); AssetScript *asset = dynamic_cast<AssetScript*>(node.asset.get()); asset->code = std::string((char*)node.data.data(), (char*)node.data.data() + node.data.size()); - node.data.clear(); - node.data.shrink_to_fit(); } void ParseBlockModels() { diff --git a/src/AssetManager.hpp b/src/AssetManager.hpp index bf948b3..b67d920 100644 --- a/src/AssetManager.hpp +++ b/src/AssetManager.hpp @@ -174,6 +174,8 @@ struct AssetScript : Asset { namespace AssetManager { void InitAssetManager(); + void InitPostRml(); + BlockFaces &GetBlockModelByBlockId(BlockId block); std::string GetAssetNameByBlockId(BlockId block); diff --git a/src/Plugin.cpp b/src/Plugin.cpp index 83e9bdd..5134aa6 100644 --- a/src/Plugin.cpp +++ b/src/Plugin.cpp @@ -10,6 +10,7 @@ #include "Game.hpp" #include "Event.hpp" #include "AssetManager.hpp" +#include "Settings.hpp" struct Plugin { @@ -42,8 +43,8 @@ namespace PluginApi { plugin["onRequestBlockInfo"].get_or(std::function<BlockInfo(Vector)>()), }; plugins.push_back(nativePlugin); + LOG(INFO)<<"Loading plugin " << (!nativePlugin.displayName.empty() ? nativePlugin.displayName : nativePlugin.name); nativePlugin.onLoad(); - LOG(INFO) << "Loaded plugin " << (!nativePlugin.displayName.empty() ? nativePlugin.displayName : nativePlugin.name); } @@ -74,6 +75,39 @@ namespace PluginApi { void RegisterDimension(int dimId, Dimension dim) { RegisterNewDimension(dimId, dim); } + + void ConnectToServer(std::string host, std::string username) { + size_t index = host.find_last_of(':'); + unsigned short port; + if (index == std::string::npos) + port = 25565; + else { + try { + port = std::stoi(host.substr(index + 1)); + } + catch (std::exception& e) { + port = 25565; + LOG(WARNING) << "Incorrect host format: " << host; + } + } + PUSH_EVENT("ConnectToServer", std::make_tuple(host.substr(0, index), port, username)); + } + + void Exit() { + PUSH_EVENT("Exit", 0); + } + + void Disconnect() { + PUSH_EVENT("Disconnect", std::string("Disconnected by user")); + } + + void SetStatePlaying() { + SetState(State::Playing); + } + + void SettingsUpdate() { + PUSH_EVENT("SettingsUpdate", 0); + } } int LoadFileRequire(lua_State* L) { @@ -203,7 +237,13 @@ void PluginSystem::Init() { "name", &Dimension::name, "skylight", &Dimension::skylight); + lua.new_usertype<LoopExecutionTimeController>("LoopExecutionTimeController", + "GetIterations", &LoopExecutionTimeController::GetIterations, + "GetDeltaS", &LoopExecutionTimeController::GetDeltaS, + "GetRealDeltaS", &LoopExecutionTimeController::GetRealDeltaS); + sol::table apiTable = lua["AC"].get_or_create<sol::table>(); + sol::table apiSettings = lua["AC"]["Settings"].get_or_create<sol::table>(); apiTable["RegisterPlugin"] = PluginApi::RegisterPlugin; apiTable["LogWarning"] = PluginApi::LogWarning; @@ -212,6 +252,26 @@ void PluginSystem::Init() { apiTable["GetGameState"] = PluginApi::GetGameState; apiTable["RegisterBlock"] = PluginApi::RegisterBlock; apiTable["RegisterDimension"] = PluginApi::RegisterDimension; + apiTable["ConnectToServer"] = PluginApi::ConnectToServer; + apiTable["Exit"] = PluginApi::Exit; + apiTable["Disconnect"] = PluginApi::Disconnect; + apiTable["SetStatePlaying"] = PluginApi::SetStatePlaying; + apiSettings["Load"] = Settings::Load; + apiSettings["Save"] = Settings::Save; + apiSettings["Read"] = Settings::Read; + apiSettings["Write"] = Settings::Write; + apiSettings["ReadBool"] = Settings::ReadBool; + apiSettings["WriteBool"] = Settings::WriteBool; + apiSettings["ReaIntd"] = Settings::ReadInt; + apiSettings["WriteInt"] = Settings::WriteInt; + apiSettings["ReadDouble"] = Settings::ReadDouble; + apiSettings["WriteDouble"] = Settings::WriteDouble; + apiTable["SettingsUpdate"] = PluginApi::SettingsUpdate; + apiTable["GetTime"] = GetTime; +} + +lua_State* PluginSystem::GetLuaState() { + return lua.lua_state(); } void PluginSystem::Execute(const std::string &luaCode, bool except) { diff --git a/src/Plugin.hpp b/src/Plugin.hpp index a849f5c..7af27a4 100644 --- a/src/Plugin.hpp +++ b/src/Plugin.hpp @@ -5,10 +5,13 @@ #include "Vector.hpp" class BlockInfo; +struct lua_State; namespace PluginSystem { void Init(); + lua_State* GetLuaState(); + void Execute(const std::string &luaCode, bool except = false); void CallOnChangeState(std::string newState); diff --git a/src/Render.cpp b/src/Render.cpp index d583205..bee8ffb 100644 --- a/src/Render.cpp +++ b/src/Render.cpp @@ -1,10 +1,10 @@ #include "Render.hpp" -#include <imgui.h> #include <easylogging++.h> #include <optick.h> +#include <RmlUi/Core.h> +#include <RmlUi/Lua.h> -#include "imgui_impl_sdl_gl3.h" #include "Shader.hpp" #include "AssetManager.hpp" #include "Event.hpp" @@ -16,6 +16,37 @@ #include "Settings.hpp" #include "Framebuffer.hpp" #include "Plugin.hpp" +#include "Rml.hpp" + +const std::map<SDL_Keycode, Rml::Input::KeyIdentifier> keyMapping = { + {SDLK_BACKSPACE, Rml::Input::KI_BACK}, + {SDLK_INSERT, Rml::Input::KI_INSERT}, + {SDLK_DELETE, Rml::Input::KI_DELETE}, + {SDLK_HOME, Rml::Input::KI_HOME}, + {SDLK_END, Rml::Input::KI_END}, + {SDLK_LEFT, Rml::Input::KI_LEFT}, + {SDLK_RIGHT, Rml::Input::KI_RIGHT}, + {SDLK_UP, Rml::Input::KI_UP}, + {SDLK_DOWN, Rml::Input::KI_DOWN}, + {SDLK_TAB, Rml::Input::KI_TAB} +}; + +inline int ConvertKeymodsSdlToRml(unsigned short keyMods) { + int ret = 0; + if (keyMods & KMOD_SHIFT) + ret |= Rml::Input::KM_SHIFT; + if (keyMods & KMOD_CTRL) + ret |= Rml::Input::KM_CTRL; + if (keyMods & KMOD_ALT) + ret |= Rml::Input::KM_ALT; + if (keyMods & KMOD_GUI) + ret |= Rml::Input::KM_META; + if (keyMods & KMOD_NUM) + ret |= Rml::Input::KM_NUMLOCK; + if (keyMods & KMOD_CAPS) + ret |= Rml::Input::KM_CAPSLOCK; + return ret; +} Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) { @@ -31,52 +62,23 @@ Render::Render(unsigned int windowWidth, unsigned int windowHeight, glCheckError(); PrepareToRendering(); glCheckError(); + InitRml(); + glCheckError(); + AssetManager::InitPostRml(); + glCheckError(); - //Read settings - strcpy(fieldUsername, Settings::Read("username", "HelloOne").c_str()); - strcpy(fieldServerAddr, Settings::Read("serverAddr", "127.0.0.1").c_str()); - fieldDistance = Settings::ReadDouble("renderDistance", 2.0); - fieldTargetFps = Settings::ReadDouble("targetFps", 60.0); - fieldSensetivity = Settings::ReadDouble("mouseSensetivity", 0.1); - fieldVsync = Settings::ReadBool("vsync", false); - fieldWireframe = Settings::ReadBool("wireframe", false); - fieldFlight = Settings::ReadBool("flight", false); - fieldBrightness = Settings::ReadDouble("brightness", 0.2f); - fieldResolutionScale = Settings::ReadDouble("resolutionScale", 1.0f); - - //Apply settings - if (fieldSensetivity != sensetivity) - sensetivity = fieldSensetivity; - isWireframe = fieldWireframe; - GetTime()->SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / fieldTargetFps * 1000.0)); - if (fieldVsync) { - GetTime()->SetDelayLength(std::chrono::milliseconds(0)); - SDL_GL_SetSwapInterval(1); - } - else - SDL_GL_SetSwapInterval(0); - framebuffer->Resize(renderState.WindowWidth * fieldResolutionScale, renderState.WindowHeight * fieldResolutionScale); LOG(INFO) << "Supported threads: " << std::thread::hardware_concurrency(); } Render::~Render() { - Settings::Write("username", fieldUsername); - Settings::Write("serverAddr", fieldServerAddr); - Settings::WriteDouble("renderDistance", fieldDistance); - Settings::WriteDouble("targetFps", fieldTargetFps); - Settings::WriteDouble("mouseSensetivity", fieldSensetivity); - Settings::WriteBool("vsync", fieldVsync); - Settings::WriteBool("wireframe", fieldWireframe); - Settings::WriteBool("flight", fieldFlight); - Settings::WriteDouble("brightness", fieldBrightness); - Settings::WriteDouble("resolutionScale", fieldResolutionScale); - Settings::Save(); + Rml::RemoveContext("default"); + rmlRender.reset(); + rmlSystem.reset(); PluginSystem::Init(); framebuffer.reset(); - ImGui_ImplSdlGL3_Shutdown(); SDL_GL_DeleteContext(glContext); SDL_DestroyWindow(window); SDL_Quit(); @@ -123,8 +125,9 @@ void Render::InitGlew() { int width, height; SDL_GL_GetDrawableSize(window, &width, &height); glViewport(0, 0, width, height); - glClearColor(0.8,0.8,0.8, 1.0f); + glClearColor(0.0f,0.0f,0.0f, 1.0f); glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); @@ -143,8 +146,6 @@ void Render::PrepareToRendering() { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, AssetManager::GetTextureAtlasId()); - ImGui_ImplSdlGL3_Init(window); - int width, height; SDL_GL_GetDrawableSize(window, &width, &height); framebuffer = std::make_unique<Framebuffer>(width, height, true); @@ -153,9 +154,6 @@ void Render::PrepareToRendering() { } void Render::UpdateKeyboard() { - if (ImGui::GetIO().WantCaptureKeyboard) - return; - SDL_Scancode toUpdate[] = { SDL_SCANCODE_A,SDL_SCANCODE_W,SDL_SCANCODE_S,SDL_SCANCODE_D,SDL_SCANCODE_SPACE }; const Uint8 *kbState = SDL_GetKeyboardState(0); for (auto key : toUpdate) { @@ -201,11 +199,11 @@ void Render::RenderFrame() { } void Render::HandleEvents() { + int rmlKeymods = ConvertKeymodsSdlToRml(sdlKeyMods); + SDL_PumpEvents(); SDL_Event event; while (SDL_PollEvent(&event)) { - ImGui_ImplSdlGL3_ProcessEvent(&event); - switch (event.type) { case SDL_QUIT: { LOG(INFO) << "Received close event by window closing"; @@ -220,7 +218,10 @@ void Render::HandleEvents() { SDL_GL_GetDrawableSize(window, &width, &height); renderState.WindowWidth = width; renderState.WindowHeight = height; - framebuffer->Resize(width * fieldResolutionScale, height * fieldResolutionScale); + rmlRender->Update(width, height); + rmlContext->SetDimensions(Rml::Vector2i(width, height)); + double resolutionScale = Settings::ReadDouble("resolutionScale", 1.0f); + framebuffer->Resize(width * resolutionScale, height * resolutionScale); Framebuffer::GetDefault().Resize(width, height); break; } @@ -245,6 +246,13 @@ void Render::HandleEvents() { } case SDL_KEYDOWN: { + sdlKeyMods = event.key.keysym.mod; + rmlKeymods = ConvertKeymodsSdlToRml(sdlKeyMods); + + auto it = keyMapping.find(event.key.keysym.sym); + Rml::Input::KeyIdentifier ki = it != keyMapping.end() ? it->second : Rml::Input::KeyIdentifier::KI_UNKNOWN; + rmlContext->ProcessKeyDown(ki, rmlKeymods); + switch (event.key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: { auto state = GetState(); @@ -275,15 +283,13 @@ void Render::HandleEvents() { case SDL_SCANCODE_SLASH: case SDL_SCANCODE_T: { - if (!ImGui::GetIO().WantCaptureKeyboard) { - auto state = GetState(); - if (state == State::Playing) { - SetState(State::Chat); - } else if (state == State::Chat) { - SetState(State::Playing); - } + auto state = GetState(); + if (state == State::Playing) { + SetState(State::Chat); + } + else if (state == State::Chat) { + SetState(State::Playing); } - break; } @@ -294,6 +300,16 @@ void Render::HandleEvents() { break; } + case SDL_KEYUP: { + sdlKeyMods = event.key.keysym.mod; + rmlKeymods = ConvertKeymodsSdlToRml(sdlKeyMods); + + auto it = keyMapping.find(event.key.keysym.sym); + Rml::Input::KeyIdentifier ki = it != keyMapping.end() ? it->second : Rml::Input::KeyIdentifier::KI_UNKNOWN; + rmlContext->ProcessKeyUp(ki, rmlKeymods); + break; + } + case SDL_MOUSEMOTION: { if (isMouseCaptured) { double deltaX = event.motion.xrel; @@ -301,36 +317,70 @@ void Render::HandleEvents() { deltaX *= sensetivity; deltaY *= sensetivity * -1; PUSH_EVENT("MouseMove", std::make_tuple(deltaX, deltaY)); + } else { + int mouseX, mouseY; + SDL_GetMouseState(&mouseX, &mouseY); + rmlContext->ProcessMouseMove(mouseX, mouseY, rmlKeymods); } - break; } case SDL_MOUSEBUTTONDOWN: { - if (isMouseCaptured && !ImGui::GetIO().WantCaptureMouse) { + if (isMouseCaptured) { if (event.button.button == SDL_BUTTON_LEFT) PUSH_EVENT("LmbPressed", 0); else if (event.button.button == SDL_BUTTON_RIGHT) PUSH_EVENT("RmbPressed", 0); + } else { + if (event.button.button == SDL_BUTTON_MIDDLE) + event.button.button = SDL_BUTTON_RIGHT; + else if (event.button.button == SDL_BUTTON_RIGHT) + event.button.button = SDL_BUTTON_MIDDLE; + rmlContext->ProcessMouseButtonDown(event.button.button - 1, rmlKeymods); } - + break; } case SDL_MOUSEBUTTONUP: { - if (isMouseCaptured && !ImGui::GetIO().WantCaptureMouse) { + if (isMouseCaptured) { if (event.button.button == SDL_BUTTON_LEFT) PUSH_EVENT("LmbReleased", 0); else if (event.button.button == SDL_BUTTON_RIGHT) PUSH_EVENT("RmbReleased", 0); + } else { + if (event.button.button == SDL_BUTTON_MIDDLE) + event.button.button = SDL_BUTTON_RIGHT; + else if (event.button.button == SDL_BUTTON_RIGHT) + event.button.button = SDL_BUTTON_MIDDLE; + rmlContext->ProcessMouseButtonUp(event.button.button - 1, rmlKeymods); } break; } + case SDL_TEXTINPUT: { + rmlContext->ProcessTextInput(Rml::String(event.text.text)); + break; + } + default: break; } } + char* rawClipboard = SDL_GetClipboardText(); + std::string clipboard = rawClipboard; + SDL_free(rawClipboard); + + if (clipboard != rmlSystem->clipboard) { + rmlSystem->clipboard = clipboard; + } + + rmlContext->Update(); + + if (clipboard != rmlSystem->clipboard) { + clipboard = rmlSystem->clipboard; + SDL_SetClipboardText(clipboard.c_str()); + } } void Render::HandleMouseCapture() { @@ -366,307 +416,8 @@ void Render::Update() { void Render::RenderGui() { OPTICK_EVENT(); - ImGui_ImplSdlGL3_NewFrame(window); - - if (isMouseCaptured) { - auto& io = ImGui::GetIO(); - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - } - - const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar | - ImGuiWindowFlags_NoResize | - ImGuiWindowFlags_NoMove | - ImGuiWindowFlags_AlwaysAutoResize| - ImGuiWindowFlags_NoSavedSettings; - - //ImGui::ShowTestWindow(); - - ImGui::SetNextWindowPos(ImVec2(10, 10)); - ImGui::Begin("DebugInfo", 0, ImVec2(0, 0), 0.4f, windowFlags); - ImGui::Text("Debug Info:"); - ImGui::Separator(); - ImGui::Text("State: %s", stateString.c_str()); - ImGui::Text("FPS: %.1f (%.3fms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate); - float gameTime = DebugInfo::gameThreadTime / 100.0f; - if (world) { - Entity *playerPtr = GetGameState()->GetPlayer(); - SelectionStatus selectionStatus = GetGameState()->GetSelectionStatus(); - const World *worldPtr = &GetGameState()->GetWorld(); - - ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f / gameTime, gameTime); - ImGui::Text("Sections loaded: %d", (int) DebugInfo::totalSections); - ImGui::Text( - "SectionsRenderer: %d (%d)", - (int) DebugInfo::renderSections,(int) DebugInfo::readyRenderer); - - ImGui::Text( - "Culled sections: %d", - (int) DebugInfo::renderSections - world->culledSections); - - ImGui::Text( - "Rendered faces: %d", - (int)DebugInfo::renderFaces); - - ImGui::Text( - "Player pos: %.1f %.1f %.1f OnGround=%d", - playerPtr->pos.x, - playerPtr->pos.y, - playerPtr->pos.z, - playerPtr->onGround); - - ImGui::Text( - "Player block pos: %d %d %d in %d %d %d", - (int)(playerPtr->pos.x - std::floor(playerPtr->pos.x / 16.0) * 16), - (int)(playerPtr->pos.y - std::floor(playerPtr->pos.y / 16.0) * 16), - (int)(playerPtr->pos.z - std::floor(playerPtr->pos.z / 16.0) * 16), - - (int)std::floor(playerPtr->pos.x / 16.0), - (int)std::floor(playerPtr->pos.y / 16.0), - (int)std::floor(playerPtr->pos.z / 16.0)); - - ImGui::Text( - "Player vel: %.1f %.1f %.1f", - playerPtr->vel.x, - playerPtr->vel.y, - playerPtr->vel.z); - - ImGui::Text( - "Player health: %.1f/%.1f", - GetGameState()->GetPlayerStatus().health, 20.0f); - - ImGui::Text( - "Selected block: %d %d %d : %.1f", - selectionStatus.selectedBlock.x, - selectionStatus.selectedBlock.y, - selectionStatus.selectedBlock.z, - selectionStatus.distanceToSelectedBlock); - - ImGui::Text("Selected block light: %d (%d)", - worldPtr->GetBlockLight(selectionStatus.selectedBlock), - worldPtr->GetBlockSkyLight(selectionStatus.selectedBlock)); - - ImGui::Text("Selected block id: %d:%d (%s)", - worldPtr->GetBlockId(selectionStatus.selectedBlock).id, - worldPtr->GetBlockId(selectionStatus.selectedBlock).state, - AssetManager::GetAssetNameByBlockId(BlockId{ worldPtr->GetBlockId(selectionStatus.selectedBlock).id,0 }).c_str()); - - ImGui::Text("Selected block variant: %s:%s", - GetBlockInfo(worldPtr->GetBlockId(selectionStatus.selectedBlock)).blockstate.c_str(), - GetBlockInfo(worldPtr->GetBlockId(selectionStatus.selectedBlock)).variant.c_str()); - } - ImGui::End(); - - - switch (GetState()) { - case State::MainMenu: { - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Menu", 0, windowFlags); - if (ImGui::Button("Connect")) { - std::string addr(fieldServerAddr); - size_t index = addr.find_last_of(':'); - unsigned short port; - if (index == std::string::npos) - port = 25565; - else { - try { - port = std::stoi(addr.substr(index + 1)); - } catch (std::exception &e) { - port = 25565; - } - } - PUSH_EVENT("ConnectToServer", std::make_tuple(addr.substr(0, index), port, std::string(fieldUsername))); - } - ImGui::InputText("Username", fieldUsername, 512); - ImGui::InputText("Address", fieldServerAddr, 512); - ImGui::Separator(); - if (ImGui::Button("Exit")) - PUSH_EVENT("Exit",0); - ImGui::End(); - break; - } - case State::Loading: - break; - - case State::Chat: { - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Chat", 0, windowFlags); - for (const auto& msg : chatMessages) { - ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1,1,1,1)); - ImGui::TextWrapped("%s", msg.c_str()); - ImGui::PopStyleColor(); - } - static char buff[256]; - ImGui::InputText("", buff, 256); - ImGui::SameLine(); - if (ImGui::Button("Send")) { - PUSH_EVENT("SendChatMessage", std::string(buff)); - } - ImGui::End(); - break; - } - - case State::Inventory: { - auto renderSlot = [](const SlotDataType &slot, int i) -> bool { - return ImGui::Button(((slot.BlockId == -1 ? " ##" : - AssetManager::GetAssetNameByBlockId(BlockId{ (unsigned short)slot.BlockId,0 }) + " x" + std::to_string(slot.ItemCount) + "##") - + std::to_string(i)).c_str()); - }; - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Inventory", 0, windowFlags); - const Window& inventory = GetGameState()->GetInventory(); - //Hand and drop slots - if (renderSlot(inventory.handSlot, -1)) { - - } - ImGui::SameLine(); - if (ImGui::Button("Drop")) { - //inventory.MakeClick(-1, true, true); - } - ImGui::SameLine(); - ImGui::Text("Hand slot and drop mode"); - ImGui::Separator(); - //Crafting - if (renderSlot(inventory.slots[1], 1)) { - //inventory.MakeClick(1, true); - } - ImGui::SameLine(); - if (renderSlot(inventory.slots[2], 2)) { - //inventory.MakeClick(2, true); - } - //Crafting result - ImGui::SameLine(); - ImGui::Text("Result"); - ImGui::SameLine(); - if (renderSlot(inventory.slots[0], 0)) { - //inventory.MakeClick(0, true); - } - //Crafting second line - if (renderSlot(inventory.slots[3], 3)) { - //inventory.MakeClick(3, true); - } - ImGui::SameLine(); - if (renderSlot(inventory.slots[4], 4)) { - //inventory.MakeClick(4, true); - } - ImGui::Separator(); - //Armor and offhand - for (int i = 5; i < 8 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - if (renderSlot(inventory.slots[45], 45)) { - //inventory.MakeClick(45, true); - } - ImGui::SameLine(); - ImGui::Text("Armor and offhand"); - ImGui::Separator(); - for (int i = 36; i < 44 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - ImGui::Text("Hotbar"); - ImGui::Separator(); - ImGui::Text("Main inventory"); - for (int i = 9; i < 17 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - ImGui::Text(""); - for (int i = 18; i < 26 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - ImGui::Text(""); - for (int i = 27; i < 35 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - ImGui::End(); - - break; - } - - case State::Paused: { - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Pause Menu", 0, windowFlags); - if (ImGui::Button("Continue")) { - SetState(State::Playing); - } - ImGui::Separator(); - - ImGui::SliderFloat("Render distance", &fieldDistance, 1.0f, 16.0f); - - ImGui::SliderFloat("Brightness", &fieldBrightness, 0.0f, 1.0f); - - ImGui::SliderFloat("Sensetivity", &fieldSensetivity, 0.01f, 1.0f); - - ImGui::SliderFloat("Target FPS", &fieldTargetFps, 1.0f, 300.0f); - - ImGui::SliderFloat("Resolution scale", &fieldResolutionScale, 0.1f, 2.0f); - - ImGui::Checkbox("Wireframe", &fieldWireframe); - - ImGui::Checkbox("VSync", &fieldVsync); - - ImGui::Checkbox("Creative flight", &fieldFlight); - - if (ImGui::Button("Apply settings")) { - if (fieldDistance != world->MaxRenderingDistance) { - world->MaxRenderingDistance = fieldDistance; - PUSH_EVENT("UpdateSectionsRender", 0); - } - - if (fieldSensetivity != sensetivity) - sensetivity = fieldSensetivity; - - GetGameState()->GetPlayer()->isFlying = fieldFlight; - - isWireframe = fieldWireframe; - GetTime()->SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / fieldTargetFps * 1000.0)); - if (fieldVsync) { - GetTime()->SetDelayLength(std::chrono::milliseconds(0)); - SDL_GL_SetSwapInterval(1); - } else - SDL_GL_SetSwapInterval(0); - - PUSH_EVENT("SetMinLightLevel", fieldBrightness); - - int width, height; - SDL_GL_GetDrawableSize(window, &width, &height); - framebuffer->Resize(width * fieldResolutionScale, height * fieldResolutionScale); - } - ImGui::Separator(); - - if (ImGui::Button("Disconnect")) { - PUSH_EVENT("Disconnect", std::string("Disconnected by user")); - } - ImGui::End(); - break; - } - - case State::InitialLoading: - break; - - case State::Playing: { - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("",0,windowFlags); - ImGui::End(); - break; - } - } - - ImGui::Render(); + rmlContext->Render(); } void Render::InitEvents() { @@ -677,7 +428,7 @@ void Render::InitEvents() { listener.RegisterHandler("PlayerConnected", [this](const Event&) { stateString = "Loading terrain..."; world = std::make_unique<RendererWorld>(); - world->MaxRenderingDistance = fieldDistance; + world->MaxRenderingDistance = Settings::ReadDouble("renderDistance", 2.0f); PUSH_EVENT("UpdateSectionsRender", 0); }); @@ -685,9 +436,9 @@ void Render::InitEvents() { stateString = "Playing"; renderWorld = true; SetState(State::Playing); - glClearColor(0, 0, 0, 1.0f); - GetGameState()->GetPlayer()->isFlying = this->fieldFlight; - PUSH_EVENT("SetMinLightLevel", fieldBrightness); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + GetGameState()->GetPlayer()->isFlying = Settings::ReadBool("flight", false); + PUSH_EVENT("SetMinLightLevel", (float)Settings::ReadDouble("brightness", 0.2f)); }); listener.RegisterHandler("ConnectionFailed", [this](const Event& eventData) { @@ -695,7 +446,7 @@ void Render::InitEvents() { renderWorld = false; world.reset(); SetState(State::MainMenu); - glClearColor(0.8, 0.8, 0.8, 1.0f); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); }); listener.RegisterHandler("Disconnected", [this](const Event& eventData) { @@ -703,7 +454,7 @@ void Render::InitEvents() { renderWorld = false; world.reset(); SetState(State::MainMenu); - glClearColor(0.8, 0.8, 0.8, 1.0f); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); }); listener.RegisterHandler("Connecting", [this](const Event&) { @@ -749,4 +500,67 @@ void Render::InitEvents() { break; } }); + + listener.RegisterHandler("SettingsUpdate", [this](const Event& eventData) { + if (world) { + float renderDistance = Settings::ReadDouble("renderDistance", 2.0f); + if (renderDistance != world->MaxRenderingDistance) { + world->MaxRenderingDistance = renderDistance; + PUSH_EVENT("UpdateSectionsRender", 0); + } + } + + + float mouseSensetivity = Settings::ReadDouble("mouseSensetivity", 0.1f); + if (mouseSensetivity != sensetivity) + sensetivity = mouseSensetivity; + + if (GetGameState()) { + bool flight = Settings::ReadBool("flight", false); + GetGameState()->GetPlayer()->isFlying = flight; + } + + bool wireframe = Settings::ReadBool("wireframe", false); + isWireframe = wireframe; + + float targetFps = Settings::ReadDouble("targetFps", 60.0f); + GetTime()->SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / targetFps * 1000.0)); + + bool vsync = Settings::ReadBool("vsync", false); + if (vsync) { + GetTime()->SetDelayLength(std::chrono::milliseconds(0)); + SDL_GL_SetSwapInterval(1); + } + else + SDL_GL_SetSwapInterval(0); + + float brightness = Settings::ReadDouble("brightness", 0.2f); + PUSH_EVENT("SetMinLightLevel", brightness); + + float resolutionScale = Settings::ReadDouble("resolutionScale", 1.0f); + int width, height; + SDL_GL_GetDrawableSize(window, &width, &height); + framebuffer->Resize(width * resolutionScale, height * resolutionScale); + }); +} + +void Render::InitRml() { + LOG(INFO) << "Initializing Rml"; + + rmlSystem = std::make_unique<RmlSystemInterface>(); + Rml::SetSystemInterface(rmlSystem.get()); + + rmlRender = std::make_unique<RmlRenderInterface>(renderState); + Rml::SetRenderInterface(rmlRender.get()); + rmlRender->Update(renderState.WindowWidth, renderState.WindowHeight); + + rmlFile = std::make_unique<RmlFileInterface>(); + Rml::SetFileInterface(rmlFile.get()); + + if (!Rml::Initialise()) + LOG(WARNING) << "Rml not initialized"; + + Rml::Lua::Initialise(PluginSystem::GetLuaState()); + + rmlContext = Rml::CreateContext("default", Rml::Vector2i(renderState.WindowWidth, renderState.WindowHeight)); } diff --git a/src/Render.hpp b/src/Render.hpp index 8e2e233..4f993c3 100644 --- a/src/Render.hpp +++ b/src/Render.hpp @@ -13,6 +13,13 @@ class RendererWorld; class Framebuffer; +class RmlRenderInterface; +class RmlSystemInterface; +class RmlFileInterface; +namespace Rml +{ + class Context; +} class Render { SDL_Window *window; @@ -33,16 +40,11 @@ class Render { std::vector<std::string> chatMessages; EventListener listener; std::string stateString; - char fieldUsername[512]; - char fieldServerAddr[512]; - float fieldDistance; - float fieldSensetivity; - float fieldTargetFps; - bool fieldWireframe; - bool fieldVsync; - bool fieldFlight; - float fieldBrightness; - float fieldResolutionScale; + std::unique_ptr<RmlRenderInterface> rmlRender; + std::unique_ptr<RmlSystemInterface> rmlSystem; + std::unique_ptr<RmlFileInterface> rmlFile; + Rml::Context* rmlContext; + unsigned short sdlKeyMods = 0; void SetMouseCapture(bool IsCaptured); @@ -64,6 +66,8 @@ class Render { void InitEvents(); + void InitRml(); + public: Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle); ~Render(); diff --git a/src/Rml.cpp b/src/Rml.cpp new file mode 100644 index 0000000..6ed83c1 --- /dev/null +++ b/src/Rml.cpp @@ -0,0 +1,210 @@ +#include "Rml.hpp" + +#include <easylogging++.h> + +#include "AssetManager.hpp" +#include "Shader.hpp" +#include "Utility.hpp" + +double RmlSystemInterface::GetElapsedTime() { + return totalTime; +} + +bool RmlSystemInterface::LogMessage(Rml::Log::Type type, const Rml::String& message) { + switch (type) { + case Rml::Log::Type::LT_ALWAYS: + LOG(ERROR) << message; + break; + case Rml::Log::Type::LT_ERROR: + LOG(ERROR) << message; + break; + case Rml::Log::Type::LT_ASSERT: + LOG(ERROR) << message; + break; + case Rml::Log::Type::LT_WARNING: + LOG(WARNING) << message; + break; + case Rml::Log::Type::LT_INFO: + LOG(INFO) << message; + break; + case Rml::Log::Type::LT_DEBUG: + LOG(DEBUG) << message; + break; + case Rml::Log::Type::LT_MAX: + LOG(DEBUG) << message; + break; + } + return true; +} + +void RmlSystemInterface::SetClipboardText(const Rml::String& text) { + clipboard = text; +} + +void RmlSystemInterface::GetClipboardText(Rml::String& text) { + text = clipboard; +} + +RmlRenderInterface::RmlRenderInterface(RenderState& renderState) : State(&renderState) { + glGenVertexArrays(1, &Vao); + glBindVertexArray(Vao); + glCheckError(); + + glGenBuffers(1, &Ebo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Ebo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STREAM_DRAW); + glCheckError(); + + glGenBuffers(1, &Vbo); + glBindBuffer(GL_ARRAY_BUFFER, Vbo); + glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STREAM_DRAW); + glCheckError(); + + { + //Vertex position (2 float) + GLuint PosAttribPos = 0; + glVertexAttribPointer(PosAttribPos, 2, GL_FLOAT, GL_FALSE, 20, (void*)0); + glEnableVertexAttribArray(PosAttribPos); + + //Vertex colour (4 uint8 RGBA) + GLuint ColAttribPos = 1; + glVertexAttribIPointer(ColAttribPos, 4, GL_UNSIGNED_BYTE, 20, (void*)8); + glEnableVertexAttribArray(ColAttribPos); + + //Vertex tex_coord (2 float) + GLuint TexAttribPos = 2; + glVertexAttribPointer(TexAttribPos, 2, GL_FLOAT, GL_FALSE, 20, (void*)12); + glEnableVertexAttribArray(TexAttribPos); + } + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glCheckError(); +} + +RmlRenderInterface::~RmlRenderInterface() { + glDeleteVertexArrays(1, &Vao); + glDeleteBuffers(1, &Vbo); + glDeleteBuffers(1, &Ebo); + glCheckError(); +} + +void RmlRenderInterface::RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture, const Rml::Vector2f& translation) { + if (texture) { + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->Activate(); + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->SetUniform("translation", glm::vec2(translation.x, translation.y)); + glBindTexture(GL_TEXTURE_2D, texture); + } else { + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rml")->shader->Activate(); + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rml")->shader->SetUniform("translation", glm::vec2(translation.x, translation.y)); + } + glCheckError(); + + glBindVertexArray(Vao); + glCheckError(); + + glBindBuffer(GL_ARRAY_BUFFER, Vbo); + glBufferData(GL_ARRAY_BUFFER, num_vertices * sizeof(Rml::Vertex), vertices, GL_STREAM_DRAW); + glCheckError(); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Ebo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, num_indices * sizeof(int), indices, GL_STREAM_DRAW); + glCheckError(); + + glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, 0); + glCheckError(); + glBindVertexArray(0); +} + +void RmlRenderInterface::EnableScissorRegion(bool enable) { + +} + +void RmlRenderInterface::SetScissorRegion(int x, int y, int width, int height) { + +} + +bool RmlRenderInterface::LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source) { + return false; +} + +bool RmlRenderInterface::GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions) { + int mipLevelCount = 1; + glActiveTexture(GL_TEXTURE0); + GLuint texture; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glCheckError(); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_dimensions.x, source_dimensions.y, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, source); + glCheckError(); + + texture_handle = texture; + return true; +} + +void RmlRenderInterface::ReleaseTexture(Rml::TextureHandle texture) { + GLuint textures = texture; + glDeleteTextures(1, &textures); + glCheckError(); +} + +void RmlRenderInterface::Update(unsigned int windowWidth, unsigned int windowHeight) { + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rml")->shader->Activate(); + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rml")->shader->SetUniform("viewportSize", windowWidth, windowHeight); + glCheckError(); + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->Activate(); + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->SetUniform("viewportSize", windowWidth, windowHeight); + AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->SetUniform("fontTexture", 0); + glCheckError(); +} + +Rml::FileHandle RmlFileInterface::Open(const Rml::String& path) { + Rml::FileHandle fileId = handles.rbegin() != handles.rend() ? handles.rbegin()->first + 1 : 1; + while (handles.find(fileId) != handles.end()) + fileId++; + + AssetHandle handle; + handle.fileName = path; + std::string assetName = path; + if (*assetName.begin() != '/') + assetName = "/" + assetName; + handle.assetPtr = AssetManager::GetAssetByAssetName(assetName); + handle.filePos = 0; + + if (handle.assetPtr != nullptr) + handles.insert(std::make_pair(fileId, handle)); + else + fileId = 0; + return fileId; +} + +void RmlFileInterface::Close(Rml::FileHandle file) { + handles.erase(file); +} + +size_t RmlFileInterface::Read(void* buffer, size_t size, Rml::FileHandle file) { + size_t readed = 0; + readed = _min((size_t)(handles[file].assetPtr->data.size() - handles[file].filePos), size); + std::memcpy(buffer, handles[file].assetPtr->data.data() + handles[file].filePos, readed); + handles[file].filePos += readed; + return readed; +} + +bool RmlFileInterface::Seek(Rml::FileHandle file, long offset, int origin) { + unsigned long long base = 0; + if (origin == SEEK_CUR) + base = handles[file].filePos; + else if (origin == SEEK_END) + base = handles[file].assetPtr->data.size(); + handles[file].filePos = base + offset; + return true; +} + +size_t RmlFileInterface::Tell(Rml::FileHandle file) { + return handles[file].filePos; +} diff --git a/src/Rml.hpp b/src/Rml.hpp new file mode 100644 index 0000000..6e4d857 --- /dev/null +++ b/src/Rml.hpp @@ -0,0 +1,86 @@ +#pragma once + +#include <map> + +#include <RmlUi/Core/SystemInterface.h> +#include <RmlUi/Core/RenderInterface.h> +#include <RmlUi/Core/FileInterface.h> + +#include "Renderer.hpp" + +class AssetTreeNode; + +class RmlSystemInterface : public Rml::SystemInterface { + double totalTime; +public: + + virtual double GetElapsedTime() override; + + virtual bool LogMessage(Rml::Log::Type type, const Rml::String& message) override; + + virtual void SetClipboardText(const Rml::String& text) override; + + virtual void GetClipboardText(Rml::String& text) override; + + inline void Update(double timeToUpdate) { + totalTime += timeToUpdate; + } + + std::string clipboard; +}; + +class RmlRenderInterface : public Rml::RenderInterface { + RenderState* State; + + GLuint Vao, Vbo, Ebo; + +public: + + RmlRenderInterface(RenderState &renderState); + + RmlRenderInterface(const RmlRenderInterface&) = delete; + + RmlRenderInterface(RmlRenderInterface&&) = delete; + + RmlRenderInterface& operator=(const RmlRenderInterface&) = delete; + + RmlRenderInterface& operator=(RmlRenderInterface&&) = delete; + + ~RmlRenderInterface(); + + virtual void RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture, const Rml::Vector2f& translation) override; + + virtual void EnableScissorRegion(bool enable) override; + + virtual void SetScissorRegion(int x, int y, int width, int height) override; + + virtual bool LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source) override; + + virtual bool GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions) override; + + virtual void ReleaseTexture(Rml::TextureHandle texture) override; + + void Update(unsigned int windowWidth, unsigned int windowHeight); + +}; + +class RmlFileInterface : public Rml::FileInterface { + struct AssetHandle { + std::string fileName; + unsigned long long filePos; + AssetTreeNode* assetPtr; + }; + std::map<Rml::FileHandle, AssetHandle> handles; +public: + + virtual Rml::FileHandle Open(const Rml::String& path) override; + + virtual void Close(Rml::FileHandle file) override; + + virtual size_t Read(void* buffer, size_t size, Rml::FileHandle file) override; + + virtual bool Seek(Rml::FileHandle file, long offset, int origin) override; + + virtual size_t Tell(Rml::FileHandle file) override; + +}; diff --git a/src/Shader.hpp b/src/Shader.hpp index 8e1ce9e..6b3220d 100644 --- a/src/Shader.hpp +++ b/src/Shader.hpp @@ -26,10 +26,18 @@ public: void Activate(); + inline void SetUniform(const std::string& name, unsigned int val, unsigned int val2) { + glUniform2ui(GetUniformLocation(name), val, val2); + } + inline void SetUniform(const std::string &name, int val) { glUniform1i(GetUniformLocation(name), val); } + inline void SetUniform(const std::string& name, int val, int val2) { + glUniform2i(GetUniformLocation(name), val, val2); + } + inline void SetUniform(const std::string &name, float val) { glUniform1f(GetUniformLocation(name), val); } diff --git a/src/imgui_impl_sdl_gl3.cpp b/src/imgui_impl_sdl_gl3.cpp deleted file mode 100644 index 9833b12..0000000 --- a/src/imgui_impl_sdl_gl3.cpp +++ /dev/null @@ -1,401 +0,0 @@ -// ImGui SDL2 binding with OpenGL3 -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -#include "imgui.h" -#include "imgui_impl_sdl_gl3.h" - -// SDL,GL3W -#include <SDL.h> -#include <SDL_syswm.h> -#include <GL/glew.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. - -// Data -static double g_Time = 0.0f; -static bool g_MousePressed[3] = { false, false, false }; -static float g_MouseWheel = 0.0f; -static GLuint g_FontTexture = 0; -static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; - -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplSdlGL3_RenderDrawLists(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 - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&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_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); - 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_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - 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_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - 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); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - - // 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); - glBindSampler(0, 0); // Rely on combined texture/sampler state. - - 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); - glBindSampler(0, last_sampler); - 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); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); - 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]); -} - -static const char* ImGui_ImplSdlGL3_GetClipboardText(void*) -{ - return SDL_GetClipboardText(); -} - -static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text) -{ - SDL_SetClipboardText(text); -} - -bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) -{ - ImGuiIO& io = ImGui::GetIO(); - switch (event->type) - { - case SDL_MOUSEWHEEL: - { - if (event->wheel.y > 0) - g_MouseWheel = 1; - if (event->wheel.y < 0) - g_MouseWheel = -1; - return true; - } - case SDL_MOUSEBUTTONDOWN: - { - if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; - if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; - if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; - return true; - } - case SDL_TEXTINPUT: - { - io.AddInputCharactersUTF8(event->text.text); - return true; - } - case SDL_KEYDOWN: - case SDL_KEYUP: - { - int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; - io.KeysDown[key] = (event->type == SDL_KEYDOWN); - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); - io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); - return true; - } - } - return false; -} - -void ImGui_ImplSdlGL3_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 for OpenGL3 demo because it is more likely to be compatible with user's existing shader. - - // 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); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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); -} - -bool ImGui_ImplSdlGL3_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 - - ImGui_ImplSdlGL3_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 ImGui_ImplSdlGL3_InvalidateDeviceObjects() -{ - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; - - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplSdlGL3_Init(SDL_Window* window) -{ - ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. - io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; - io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; - io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; - io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; - io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; - io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. - io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; - io.ClipboardUserData = NULL; - -#ifdef _WIN32 - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#else - (void)window; -#endif - - return true; -} - -void ImGui_ImplSdlGL3_Shutdown() -{ - ImGui_ImplSdlGL3_InvalidateDeviceObjects(); - ImGui::Shutdown(); -} - -void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) -{ - if (!g_FontTexture) - ImGui_ImplSdlGL3_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - SDL_GetWindowSize(window, &w, &h); - SDL_GL_GetDrawableSize(window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - 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 SDL_PollEvent()) - int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide OS mouse cursor if ImGui is drawing it - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); - - // Start the frame - ImGui::NewFrame(); -} diff --git a/src/imgui_impl_sdl_gl3.h b/src/imgui_impl_sdl_gl3.h deleted file mode 100644 index 99abd40..0000000 --- a/src/imgui_impl_sdl_gl3.h +++ /dev/null @@ -1,19 +0,0 @@ -// ImGui SDL2 binding with OpenGL3 -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct SDL_Window; -typedef union SDL_Event SDL_Event; - -IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window); -IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); -IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window); -IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects(); |