Files
bgfx/examples/common/imgui/imgui.cpp
Branimir Karadžić cbc86d49b5 Cleanup.
2017-07-08 10:51:38 -07:00

442 lines
13 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/*
* Copyright 2011-2017 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include <bx/string.h>
#include <bx/uint32_t.h>
#include <bx/fpumath.h>
#include <bx/handlealloc.h>
#include <bx/crtimpl.h>
#include "imgui.h"
#include "ocornut_imgui.h"
#include "../bgfx_utils.h"
#include "../nanovg/nanovg.h"
BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4244); // warning C4244: '=' : conversion from '' to '', possible loss of data
void* imguiMalloc(size_t _size, void*);
void imguiFree(void* _ptr, void*);
BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4505); // error C4505: '' : unreferenced local function has been removed
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG_GCC("-Wunused-function"); // warning: int rect_width_compare(const void*, const void*) defined but not used
BX_PRAGMA_DIAGNOSTIC_PUSH();
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunknown-pragmas")
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG_GCC("-Wunused-but-set-variable"); // warning: variable L1 set but not used
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG_GCC("-Wtype-limits"); // warning: comparison is always true due to limited range of data type
#define STBTT_malloc(_size, _userData) imguiMalloc(_size, _userData)
#define STBTT_free(_ptr, _userData) imguiFree(_ptr, _userData)
#define STB_RECT_PACK_IMPLEMENTATION
#include <stb/stb_rect_pack.h>
#define STB_TRUETYPE_IMPLEMENTATION
#include <stb/stb_truetype.h>
BX_PRAGMA_DIAGNOSTIC_POP();
namespace
{
static uint32_t addQuad(uint16_t* _indices, uint16_t _idx0, uint16_t _idx1, uint16_t _idx2, uint16_t _idx3)
{
_indices[0] = _idx0;
_indices[1] = _idx3;
_indices[2] = _idx1;
_indices[3] = _idx1;
_indices[4] = _idx3;
_indices[5] = _idx2;
return 6;
}
float sign(float px, float py, float ax, float ay, float bx, float by)
{
return (px - bx) * (ay - by) - (ax - bx) * (py - by);
}
bool pointInTriangle(float px, float py, float ax, float ay, float bx, float by, float cx, float cy)
{
const bool b1 = sign(px, py, ax, ay, bx, by) < 0.0f;
const bool b2 = sign(px, py, bx, by, cx, cy) < 0.0f;
const bool b3 = sign(px, py, cx, cy, ax, ay) < 0.0f;
return ( (b1 == b2) && (b2 == b3) );
}
void closestPointOnLine(float& ox, float &oy, float px, float py, float ax, float ay, float bx, float by)
{
float dx = px - ax;
float dy = py - ay;
float lx = bx - ax;
float ly = by - ay;
float len = bx::fsqrt(lx*lx+ly*ly);
// Normalize.
float invLen = 1.0f/len;
lx*=invLen;
ly*=invLen;
float dot = (dx*lx + dy*ly);
if (dot < 0.0f)
{
ox = ax;
oy = ay;
}
else if (dot > len)
{
ox = bx;
oy = by;
}
else
{
ox = ax + lx*dot;
oy = ay + ly*dot;
}
}
void closestPointOnTriangle(float& ox, float &oy, float px, float py, float ax, float ay, float bx, float by, float cx, float cy)
{
float abx, aby;
float bcx, bcy;
float cax, cay;
closestPointOnLine(abx, aby, px, py, ax, ay, bx, by);
closestPointOnLine(bcx, bcy, px, py, bx, by, cx, cy);
closestPointOnLine(cax, cay, px, py, cx, cy, ax, ay);
const float pabx = px - abx;
const float paby = py - aby;
const float pbcx = px - bcx;
const float pbcy = py - bcy;
const float pcax = px - cax;
const float pcay = py - cay;
const float lab = bx::fsqrt(pabx*pabx+paby*paby);
const float lbc = bx::fsqrt(pbcx*pbcx+pbcy*pbcy);
const float lca = bx::fsqrt(pcax*pcax+pcay*pcay);
const float m = bx::fmin3(lab, lbc, lca);
if (m == lab)
{
ox = abx;
oy = aby;
}
else if (m == lbc)
{
ox = bcx;
oy = bcy;
}
else// if (m == lca).
{
ox = cax;
oy = cay;
}
}
inline float vec2Dot(const float* __restrict _a, const float* __restrict _b)
{
return _a[0]*_b[0] + _a[1]*_b[1];
}
void barycentric(float& _u, float& _v, float& _w
, float _ax, float _ay
, float _bx, float _by
, float _cx, float _cy
, float _px, float _py
)
{
const float v0[2] = { _bx - _ax, _by - _ay };
const float v1[2] = { _cx - _ax, _cy - _ay };
const float v2[2] = { _px - _ax, _py - _ay };
const float d00 = vec2Dot(v0, v0);
const float d01 = vec2Dot(v0, v1);
const float d11 = vec2Dot(v1, v1);
const float d20 = vec2Dot(v2, v0);
const float d21 = vec2Dot(v2, v1);
const float denom = d00 * d11 - d01 * d01;
_v = (d11 * d20 - d01 * d21) / denom;
_w = (d00 * d21 - d01 * d20) / denom;
_u = 1.0f - _v - _w;
}
} // namespace
bgfx::TextureHandle genMissingTexture(uint32_t _width, uint32_t _height, float _lineWidth = 0.02f)
{
const bgfx::Memory* mem = bgfx::alloc(_width*_height*4);
uint32_t* bgra8 = (uint32_t*)mem->data;
const float sx = 0.70710677f;
const float cx = 0.70710677f;
for (uint32_t yy = 0; yy < _height; ++yy)
{
for (uint32_t xx = 0; xx < _width; ++xx)
{
float px = xx / float(_width) * 2.0f - 1.0f;
float py = yy / float(_height) * 2.0f - 1.0f;
float sum = bx::fpulse(px * cx - py * sx, _lineWidth, -_lineWidth)
+ bx::fpulse(px * sx + py * cx, _lineWidth, -_lineWidth)
;
*bgra8++ = sum >= 1.0f ? 0xffff0000 : 0xffffffff;
}
}
return bgfx::createTexture2D(
uint16_t(_width)
, uint16_t(_height)
, false
, 1
, bgfx::TextureFormat::BGRA8
, 0
, mem
);
}
struct Imgui
{
Imgui()
: m_mx(-1)
, m_my(-1)
, m_scroll(0)
, m_textureWidth(512)
, m_textureHeight(512)
, m_halfTexel(0.0f)
, m_view(255)
, m_surfaceWidth(0)
, m_surfaceHeight(0)
, m_viewWidth(0)
, m_viewHeight(0)
{
m_invTextureWidth = 1.0f/m_textureWidth;
m_invTextureHeight = 1.0f/m_textureHeight;
}
void beginFrame(int32_t _mx, int32_t _my, uint8_t _button, int32_t _scroll, uint16_t _width, uint16_t _height, uint16_t _surfaceWidth, uint16_t _surfaceHeight, char _inputChar, uint8_t _view)
{
m_view = _view;
m_viewWidth = _width;
m_viewHeight = _height;
m_surfaceWidth = _surfaceWidth;
m_surfaceHeight = _surfaceHeight;
const float xscale = float(m_surfaceWidth) /float(m_viewWidth);
const float yscale = float(m_surfaceHeight)/float(m_viewHeight);
const int32_t mx = int32_t(float(_mx)*xscale);
const int32_t my = int32_t(float(_my)*yscale);
IMGUI_beginFrame(mx, my, _button, _scroll, _width, _height, _inputChar, _view);
bgfx::setViewName(_view, "ImGui");
bgfx::setViewMode(_view, bgfx::ViewMode::Sequential);
const bgfx::HMD* hmd = bgfx::getHMD();
const bgfx::Caps* caps = bgfx::getCaps();
if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
{
m_viewWidth = _width / 2;
m_surfaceWidth = _surfaceWidth / 2;
float proj[16];
bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
static float time = 0.0f;
time += 0.05f;
const float dist = 10.0f;
const float offset0 = -proj[8] + (hmd->eye[0].viewOffset[0] / dist * proj[0]);
const float offset1 = -proj[8] + (hmd->eye[1].viewOffset[0] / dist * proj[0]);
float ortho[2][16];
const float viewOffset = _surfaceWidth/4.0f;
const float viewWidth = _surfaceWidth/2.0f;
bx::mtxOrtho(ortho[0], viewOffset, viewOffset + viewWidth, (float)m_surfaceHeight, 0.0f, 0.0f, 1000.0f, offset0, caps->homogeneousDepth);
bx::mtxOrtho(ortho[1], viewOffset, viewOffset + viewWidth, (float)m_surfaceHeight, 0.0f, 0.0f, 1000.0f, offset1, caps->homogeneousDepth);
bgfx::setViewTransform(_view, NULL, ortho[0], BGFX_VIEW_STEREO, ortho[1]);
bgfx::setViewRect(_view, 0, 0, hmd->width, hmd->height);
}
else
{
float ortho[16];
bx::mtxOrtho(ortho, 0.0f, (float)m_surfaceWidth, (float)m_surfaceHeight, 0.0f, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
bgfx::setViewTransform(_view, NULL, ortho);
bgfx::setViewRect(_view, 0, 0, _width, _height);
}
}
void endFrame()
{
IMGUI_endFrame();
}
#if 0
bool cubeMap(bgfx::TextureHandle _cubemap, float _lod, bool _cross, bool _sameHeight, ImguiAlign::Enum _align, bool _enabled)
{
const uint32_t id = getId();
Area& area = getCurrentArea();
int32_t xx;
int32_t width;
if (ImguiAlign::Left == _align)
{
xx = area.m_contentX + SCROLL_AREA_PADDING;
width = area.m_widgetW;
}
else if (ImguiAlign::LeftIndented == _align
|| ImguiAlign::Right == _align)
{
xx = area.m_widgetX;
width = area.m_widgetW;
}
else //if (ImguiAlign::Center == _align
//|| ImguiAlign::CenterIndented == _align).
{
xx = area.m_widgetX;
width = area.m_widgetW - (area.m_widgetX-area.m_contentX);
}
const bool adjustHeight = (_cross && _sameHeight);
const bool fullHeight = (_cross && !_sameHeight);
if (adjustHeight)
{
xx += width/6;
}
const int32_t height = fullHeight ? (width*3)/4 : (width/2);
const int32_t yy = area.m_widgetY;
area.m_widgetY += height + DEFAULT_SPACING;
const uint32_t numVertices = 14;
const uint32_t numIndices = 36;
if (checkAvailTransientBuffers(numVertices, PosNormalVertex::ms_decl, numIndices) )
{
bgfx::TransientVertexBuffer tvb;
bgfx::allocTransientVertexBuffer(&tvb, numVertices, PosNormalVertex::ms_decl);
bgfx::TransientIndexBuffer tib;
bgfx::allocTransientIndexBuffer(&tib, numIndices);
PosNormalVertex* vertex = (PosNormalVertex*)tvb.data;
uint16_t* indices = (uint16_t*)tib.data;
if (_cross)
{
vertex->set(0.0f, 0.5f, 0.0f, -1.0f, 1.0f, -1.0f); ++vertex;
vertex->set(0.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f); ++vertex;
vertex->set(0.5f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f); ++vertex;
vertex->set(0.5f, 0.5f, 0.0f, -1.0f, 1.0f, 1.0f); ++vertex;
vertex->set(0.5f, 1.0f, 0.0f, -1.0f, -1.0f, 1.0f); ++vertex;
vertex->set(0.5f, 1.5f, 0.0f, -1.0f, -1.0f, -1.0f); ++vertex;
vertex->set(1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f); ++vertex;
vertex->set(1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f); ++vertex;
vertex->set(1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); ++vertex;
vertex->set(1.0f, 1.5f, 0.0f, 1.0f, -1.0f, -1.0f); ++vertex;
vertex->set(1.5f, 0.5f, 0.0f, 1.0f, 1.0f, -1.0f); ++vertex;
vertex->set(1.5f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f); ++vertex;
vertex->set(2.0f, 0.5f, 0.0f, -1.0f, 1.0f, -1.0f); ++vertex;
vertex->set(2.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f); ++vertex;
indices += addQuad(indices, 0, 3, 4, 1);
indices += addQuad(indices, 2, 6, 7, 3);
indices += addQuad(indices, 3, 7, 8, 4);
indices += addQuad(indices, 4, 8, 9, 5);
indices += addQuad(indices, 7, 10, 11, 8);
indices += addQuad(indices, 10, 12, 13, 11);
}
else
{
vertex->set(0.0f, 0.25f, 0.0f, -1.0f, 1.0f, -1.0f); ++vertex;
vertex->set(0.0f, 0.75f, 0.0f, -1.0f, -1.0f, -1.0f); ++vertex;
vertex->set(0.5f, 0.00f, 0.0f, -1.0f, 1.0f, 1.0f); ++vertex;
vertex->set(0.5f, 0.50f, 0.0f, -1.0f, -1.0f, 1.0f); ++vertex;
vertex->set(0.5f, 1.00f, 0.0f, 1.0f, -1.0f, -1.0f); ++vertex;
vertex->set(1.0f, 0.25f, 0.0f, 1.0f, 1.0f, 1.0f); ++vertex;
vertex->set(1.0f, 0.75f, 0.0f, 1.0f, -1.0f, 1.0f); ++vertex;
vertex->set(1.0f, 0.25f, 0.0f, 1.0f, 1.0f, 1.0f); ++vertex;
vertex->set(1.0f, 0.75f, 0.0f, 1.0f, -1.0f, 1.0f); ++vertex;
vertex->set(1.5f, 0.00f, 0.0f, -1.0f, 1.0f, 1.0f); ++vertex;
vertex->set(1.5f, 0.50f, 0.0f, 1.0f, 1.0f, -1.0f); ++vertex;
vertex->set(1.5f, 1.00f, 0.0f, 1.0f, -1.0f, -1.0f); ++vertex;
vertex->set(2.0f, 0.25f, 0.0f, -1.0f, 1.0f, -1.0f); ++vertex;
vertex->set(2.0f, 0.75f, 0.0f, -1.0f, -1.0f, -1.0f); ++vertex;
indices += addQuad(indices, 0, 2, 3, 1);
indices += addQuad(indices, 1, 3, 6, 4);
indices += addQuad(indices, 2, 5, 6, 3);
indices += addQuad(indices, 7, 9, 12, 10);
indices += addQuad(indices, 7, 10, 11, 8);
indices += addQuad(indices, 10, 12, 13, 11);
}
const bool enabled = _enabled && isEnabled(m_areaId);
const bool over = enabled && inRect(xx, yy, width, height);
const bool res = buttonLogic(id, over);
const float widthf = float(width);
const float scale = adjustHeight ? (widthf+0.5f)/3.0f : (widthf*0.5f + 0.25f);
float mtx[16];
bx::mtxSRT(mtx, scale, scale, 1.0f, 0.0f, 0.0f, 0.0f, float(xx), float(yy), 0.0f);
const float lodEnabled[4] = { _lod, float(enabled), 0.0f, 0.0f };
bgfx::setUniform(u_imageLodEnabled, lodEnabled);
bgfx::setTransform(mtx);
bgfx::setTexture(0, s_texColor, _cubemap);
bgfx::setVertexBuffer(0, &tvb);
bgfx::setIndexBuffer(&tib);
bgfx::setState(BGFX_STATE_RGB_WRITE
|BGFX_STATE_ALPHA_WRITE
|BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
);
setCurrentScissor();
bgfx::submit(m_view, m_cubeMapProgram);
return res;
}
return false;
}
#endif // 0
int32_t m_mx;
int32_t m_my;
int32_t m_scroll;
uint16_t m_textureWidth;
uint16_t m_textureHeight;
float m_invTextureWidth;
float m_invTextureHeight;
float m_halfTexel;
uint8_t m_view;
uint16_t m_surfaceWidth;
uint16_t m_surfaceHeight;
uint16_t m_viewWidth;
uint16_t m_viewHeight;
};
static Imgui s_imgui;
void imguiBeginFrame(int32_t _mx, int32_t _my, uint8_t _button, int32_t _scroll, uint16_t _width, uint16_t _height, char _inputChar, uint8_t _view)
{
s_imgui.beginFrame(_mx, _my, _button, _scroll, _width, _height, _width, _height, _inputChar, _view);
}
void imguiEndFrame()
{
s_imgui.endFrame();
}