imgui-bindings 0.0.1
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- checksums.yaml +7 -0
- data/ChangeLog +256 -0
- data/LICENSE.txt +21 -0
- data/README.md +90 -0
- data/lib/imgui.dll +0 -0
- data/lib/imgui.dylib +0 -0
- data/lib/imgui.rb +5414 -0
- data/lib/imgui_debug.dll +0 -0
- data/lib/imgui_debug.dylib +0 -0
- data/lib/imgui_impl_glfw.rb +240 -0
- data/lib/imgui_impl_opengl2.rb +213 -0
- data/lib/imgui_impl_opengl3.rb +513 -0
- data/lib/imgui_impl_sdl2.rb +296 -0
- data/lib/imgui_impl_sdlrenderer.rb +201 -0
- metadata +58 -0
data/lib/imgui_debug.dll
ADDED
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require 'ffi'
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require 'opengl'
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require 'glfw'
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require_relative 'imgui'
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module ImGui
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@@g_Window = nil # GLFWwindow*
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@@g_Time = 0.0 # double
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@@g_MouseWindow = nil # GLFWwindow*
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@@g_MouseJustPressed = [false, false, false, false, false]
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@@g_MouseCursors = Array.new(ImGuiMouseCursor_COUNT) { 0 }
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@@g_BackendPlatformName = FFI::MemoryPointer.from_string("imgui_impl_glfw")
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# Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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@@g_PrevUserCallbackCursorEnter = nil
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@@g_PrevUserCallbackMousebutton = nil
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@@g_PrevUserCallbackScroll = nil
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@@g_PrevUserCallbackKey = nil
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@@g_PrevUserCallbackChar = nil
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@@ImplGlfw_MouseButtonCallback = GLFW::create_callback(:GLFWmousebuttonfun) do |window, button, action, mods|
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unless @@g_PrevUserCallbackMousebutton.null?
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userfunc = Fiddle::Function.new(@@g_PrevUserCallbackMousebutton, GLFWmousebuttonfun_cb_args, GLFWmousebuttonfun_cb_retval)
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userfunc.call(window, button, action, mods)
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end
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if action == GLFW_PRESS && button >= 0 && button < @@g_MouseJustPressed.size
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@@g_MouseJustPressed[button] = true
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end
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end
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@@ImplGlfw_ScrollCallback = GLFW::create_callback(:GLFWscrollfun) do |window, xoffset, yoffset|
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unless @@g_PrevUserCallbackScroll.null?
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userfunc = Fiddle::Function.new(@@g_PrevUserCallbackScroll, GLFWscrollfun_cb_args, GLFWscrollfun_cb_retval)
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userfunc.call(window, xoffset, yoffset)
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end
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io = ImGuiIO.new(ImGui::GetIO())
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io[:MouseWheelH] += xoffset.to_f
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io[:MouseWheel] += yoffset.to_f
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end
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@@ImplGlfw_KeyCallback = GLFW::create_callback(:GLFWkeyfun) do |window, key, scancode, action, mods|
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unless @@g_PrevUserCallbackKey.null?
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userfunc = Fiddle::Function.new(@@g_PrevUserCallbackKey, GLFWkeyfun_cb_args, GLFWkeyfun_cb_retval)
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userfunc.call(window, key, scancode, action, mods)
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end
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io = ImGuiIO.new(ImGui::GetIO())
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io[:KeysDown][key] = true if action == GLFW_PRESS
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io[:KeysDown][key] = false if action == GLFW_RELEASE
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# Modifiers are not reliable across systems
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io[:KeyCtrl] = io[:KeysDown][GLFW_KEY_LEFT_CONTROL] || io[:KeysDown][GLFW_KEY_RIGHT_CONTROL]
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io[:KeyShift] = io[:KeysDown][GLFW_KEY_LEFT_SHIFT] || io[:KeysDown][GLFW_KEY_RIGHT_SHIFT]
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io[:KeyAlt] = io[:KeysDown][GLFW_KEY_LEFT_ALT] || io[:KeysDown][GLFW_KEY_RIGHT_ALT]
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io[:KeySuper] = io[:KeysDown][GLFW_KEY_LEFT_SUPER] || io[:KeysDown][GLFW_KEY_RIGHT_SUPER]
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end
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@@ImGui_ImplGlfw_CursorEnterCallback = GLFW::create_callback(:GLFWcursorenterfun) do |window, entered|
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unless @@g_PrevUserCallbackCursorEnter.null?
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userfunc = Fiddle::Function.new(@@g_PrevUserCallbackCursorEnter, GLFWcursorenterfun_cb_args, GLFWcursorenterfun_cb_retval)
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userfunc.call(window, entered)
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end
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@@g_MouseWindow = window if entered
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@@g_MouseWindow = nil if (!entered && @@g_MouseWindow == window)
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end
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@@ImplGlfw_CharCallback = GLFW::create_callback(:GLFWcharfun) do |window, c|
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unless @@g_PrevUserCallbackChar.null?
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@@g_PrevUserCallbackChar.call(window, c)
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end
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io = ImGuiIO.new(ImGui::GetIO())
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io.AddInputCharacter(c);
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end
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def self.ImplGlfw_UpdateMousePosAndButtons()
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# Update buttons
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io = ImGuiIO.new(ImGui::GetIO())
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io[:MouseDown].size.times do |i|
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# 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.
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io[:MouseDown][i] = (@@g_MouseJustPressed[i] || glfwGetMouseButton(@@g_Window, i) != 0)
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@@g_MouseJustPressed[i] = false
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end
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focused = glfwGetWindowAttrib(@@g_Window, GLFW_FOCUSED) != 0
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mouse_window = (@@g_MouseWindow == @@g_Window || focused) ? @@g_Window : nil
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# Update mouse position
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mouse_pos_backup = io[:MousePos]
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io[:MousePos][:x] = -Float::MAX
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io[:MousePos][:y] = -Float::MAX
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if io[:WantSetMousePos]
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if focused
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glfwSetCursorPos(@@g_Window, mouse_pos_backup[:x].to_f, mouse_pos_backup[:y].to_f)
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end
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elsif @@g_MouseWindow != nil
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mouse_x = ' ' * 8
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mouse_y = ' ' * 8
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glfwGetCursorPos(@@g_Window, mouse_x, mouse_y)
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io[:MousePos][:x] = mouse_x.unpack1('d')
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io[:MousePos][:y] = mouse_y.unpack1('d')
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end
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end
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def self.ImplGlfw_UpdateMouseCursor()
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io = ImGuiIO.new(ImGui::GetIO())
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return if ((io[:ConfigFlags] & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(@@g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
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imgui_cursor = ImGui::GetMouseCursor()
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if imgui_cursor == ImGuiMouseCursor_None || io[:MouseDrawCursor]
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# Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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glfwSetInputMode(@@g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN)
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else
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# Show OS mouse cursor
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# FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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glfwSetCursor(@@g_Window, @@g_MouseCursors[imgui_cursor] ? @@g_MouseCursors[imgui_cursor] : @@g_MouseCursors[ImGuiMouseCursor_Arrow])
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glfwSetInputMode(@@g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL)
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end
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end
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def self.ImplGlfw_InitForOpenGL(window, install_callbacks)
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return ImplGlfw_Init(window, install_callbacks, :GlfwClientApi_OpenGL)
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end
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def self.ImplGlfw_Shutdown()
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ImGuiMouseCursor_COUNT.times do |cursor_n|
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glfwDestroyCursor(@@g_MouseCursors[cursor_n])
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@@g_MouseCursors[cursor_n] = nil
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end
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end
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def self.ImplGlfw_NewFrame()
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io = ImGuiIO.new(ImGui::GetIO())
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unless io[:Fonts].IsBuilt()
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puts "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."
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end
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# Setup display size (every frame to accommodate for window resizing)
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w = ' ' * 4
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h = ' ' * 4
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display_w = ' ' * 4
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display_h = ' ' * 4
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glfwGetWindowSize(@@g_Window, w, h)
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glfwGetFramebufferSize(@@g_Window, display_w, display_h)
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w = w.unpack1('L')
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h = h.unpack1('L')
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io[:DisplaySize][:x] = w
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io[:DisplaySize][:y] = h
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if w > 0 && h > 0
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io[:DisplayFramebufferScale][:x] = display_w.unpack1('L') / w
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io[:DisplayFramebufferScale][:y] = display_h.unpack1('L') / h
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end
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# Setup time step
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current_time = glfwGetTime()
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io[:DeltaTime] = @@g_Time > 0.0 ? (current_time - @@g_Time).to_f : (1.0/60.0)
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@@g_Time = current_time
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ImplGlfw_UpdateMousePosAndButtons()
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ImplGlfw_UpdateMouseCursor()
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# TODO update gamepads
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end
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# private
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def self.ImplGlfw_Init(window, install_callbacks, client_api)
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@@g_Window = window
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@@g_Time = 0.0
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io = ImGuiIO.new(ImGui::GetIO())
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io[:BackendFlags] |= ImGuiBackendFlags_HasMouseCursors # We can honor GetMouseCursor() values (optional)
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io[:BackendFlags] |= ImGuiBackendFlags_HasSetMousePos # We can honor io.WantSetMousePos requests (optional, rarely used)
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io[:BackendPlatformName] = @@g_BackendPlatformName
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# Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io[:KeyMap][ImGuiKey_Tab] = GLFW_KEY_TAB
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io[:KeyMap][ImGuiKey_LeftArrow] = GLFW_KEY_LEFT
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io[:KeyMap][ImGuiKey_RightArrow] = GLFW_KEY_RIGHT
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io[:KeyMap][ImGuiKey_UpArrow] = GLFW_KEY_UP
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io[:KeyMap][ImGuiKey_DownArrow] = GLFW_KEY_DOWN
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io[:KeyMap][ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP
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io[:KeyMap][ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN
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io[:KeyMap][ImGuiKey_Home] = GLFW_KEY_HOME
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io[:KeyMap][ImGuiKey_End] = GLFW_KEY_END
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io[:KeyMap][ImGuiKey_Insert] = GLFW_KEY_INSERT
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io[:KeyMap][ImGuiKey_Delete] = GLFW_KEY_DELETE
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io[:KeyMap][ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE
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io[:KeyMap][ImGuiKey_Space] = GLFW_KEY_SPACE
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io[:KeyMap][ImGuiKey_Enter] = GLFW_KEY_ENTER
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io[:KeyMap][ImGuiKey_Escape] = GLFW_KEY_ESCAPE
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io[:KeyMap][ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER
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io[:KeyMap][ImGuiKey_A] = GLFW_KEY_A
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io[:KeyMap][ImGuiKey_C] = GLFW_KEY_C
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io[:KeyMap][ImGuiKey_V] = GLFW_KEY_V
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io[:KeyMap][ImGuiKey_X] = GLFW_KEY_X
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io[:KeyMap][ImGuiKey_Y] = GLFW_KEY_Y
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io[:KeyMap][ImGuiKey_Z] = GLFW_KEY_Z
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# [TODO] Support ClipboardText & IME on Windows
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# io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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# io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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# io.ClipboardUserData = g_Window;
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# #if defined(_WIN32)
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# io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
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# #endif
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@@g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR)
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@@g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR)
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@@g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR) # FIXME: GLFW doesn't have this.
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@@g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR)
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@@g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR)
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@@g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR) # FIXME: GLFW doesn't have this.
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@@g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR) # FIXME: GLFW doesn't have this.
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@@g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR)
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# Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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@@g_PrevUserCallbackMousebutton = nil
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@@g_PrevUserCallbackScroll = nil
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@@g_PrevUserCallbackKey = nil
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@@g_PrevUserCallbackChar = nil
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if install_callbacks
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@@g_PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, @@ImGui_ImplGlfw_CursorEnterCallback)
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@@g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, @@ImplGlfw_MouseButtonCallback)
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@@g_PrevUserCallbackScroll = glfwSetScrollCallback(window, @@ImplGlfw_ScrollCallback)
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@@g_PrevUserCallbackKey = glfwSetKeyCallback(window, @@ImplGlfw_KeyCallback)
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@@g_PrevUserCallbackChar = glfwSetCharCallback(window, @@ImplGlfw_CharCallback)
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end
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return true
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end
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end
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@@ -0,0 +1,213 @@
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require 'ffi'
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require 'opengl'
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include OpenGL
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require_relative 'imgui'
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module ImGui
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@@g_FontTexture = nil
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@@g_BackendRendererName = FFI::MemoryPointer.from_string("imgui_impl_opengl2")
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def self.ImplOpenGL2_Init()
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io = ImGuiIO.new(ImGui::GetIO())
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io[:BackendRendererName] = @@g_BackendRendererName
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return true
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end
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def self.ImplOpenGL2_Shutdown()
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ImplOpenGL2_DestroyDeviceObjects()
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end
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def self.ImplOpenGL2_NewFrame()
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ImplOpenGL2_CreateDeviceObjects() if @@g_FontTexture == nil
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end
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def self.ImplOpenGL2_RenderDrawData(draw_data_raw)
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# Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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draw_data = ImDrawData.new(draw_data_raw)
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fb_width = (draw_data[:DisplaySize][:x] * draw_data[:FramebufferScale][:x]).to_i
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fb_height = (draw_data[:DisplaySize][:y] * draw_data[:FramebufferScale][:y]).to_i
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return if fb_width == 0 || fb_height == 0
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# Backup GL state
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last_texture = ' ' * 4
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glGetIntegerv(GL_TEXTURE_BINDING_2D, last_texture)
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last_polygon_mode = ' ' * 8
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glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode)
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last_viewport = ' ' * 16
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glGetIntegerv(GL_VIEWPORT, last_viewport)
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last_scissor_box = ' ' * 16
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glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box)
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT)
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last_shade_model = ' ' * 4
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glGetIntegerv(GL_SHADE_MODEL, last_shade_model)
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last_tex_env_mode = ' ' * 4
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glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode)
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# Setup desired GL state
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51
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ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
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53
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# Will project scissor/clipping rectangles into framebuffer space
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54
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clip_off = draw_data[:DisplayPos] # (0,0) unless using multi-viewports
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clip_scale = draw_data[:FramebufferScale] # (1,1) unless using retina display which are often (2,2)
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+
# Render command lists
|
58
|
+
draw_data[:CmdListsCount].times do |n|
|
59
|
+
cmd_list = ImDrawList.new((draw_data[:CmdLists].pointer + 8 * n).read_pointer) # 8 == const ImDrawList*
|
60
|
+
vtx_buffer = ImDrawVert.new(cmd_list[:VtxBuffer][:Data]) # const ImDrawVert*
|
61
|
+
idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*
|
62
|
+
glVertexPointer(2, GL_FLOAT, ImDrawVert.size, Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:pos))) )
|
63
|
+
glTexCoordPointer(2, GL_FLOAT, ImDrawVert.size, Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:uv))) )
|
64
|
+
glColorPointer(4, GL_UNSIGNED_BYTE, ImDrawVert.size, Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:col))) )
|
65
|
+
|
66
|
+
cmd_list[:CmdBuffer][:Size].times do |cmd_i|
|
67
|
+
pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
|
68
|
+
if pcmd[:UserCallback] != nil
|
69
|
+
# [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )
|
70
|
+
|
71
|
+
# User callback, registered via ImDrawList::AddCallback()
|
72
|
+
# (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
73
|
+
# if pcmd[:UserCallback] == :ImDrawCallback_ResetRenderState
|
74
|
+
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
|
75
|
+
# else
|
76
|
+
# pcmd[:UserCallback](cmd_list, pcmd)
|
77
|
+
# end
|
78
|
+
else
|
79
|
+
# Project scissor/clipping rectangles into framebuffer space
|
80
|
+
clip_rect = ImVec4.new
|
81
|
+
clip_rect[:x] = (pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x]
|
82
|
+
clip_rect[:y] = (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y]
|
83
|
+
clip_rect[:z] = (pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x]
|
84
|
+
clip_rect[:w] = (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y]
|
85
|
+
|
86
|
+
if (clip_rect[:x] < fb_width && clip_rect[:y] < fb_height && clip_rect[:z] >= 0.0 && clip_rect[:w] >= 0.0)
|
87
|
+
# Apply scissor/clipping rectangle
|
88
|
+
glScissor(clip_rect[:x].to_i, (fb_height - clip_rect[:w]).to_i, (clip_rect[:z] - clip_rect[:x]).to_i, (clip_rect[:w] - clip_rect[:y]).to_i)
|
89
|
+
|
90
|
+
# Bind texture, Draw
|
91
|
+
glBindTexture(GL_TEXTURE_2D, pcmd[:TextureId].address)
|
92
|
+
glDrawElements(GL_TRIANGLES, pcmd[:ElemCount], GL_UNSIGNED_SHORT, Fiddle::Pointer.new(idx_buffer.address))
|
93
|
+
end
|
94
|
+
|
95
|
+
end
|
96
|
+
idx_buffer += pcmd[:ElemCount] * 2 # 2 == ImDrawIdx(:ushort).size
|
97
|
+
end
|
98
|
+
end
|
99
|
+
|
100
|
+
# Restore modified GL state
|
101
|
+
glDisableClientState(GL_COLOR_ARRAY)
|
102
|
+
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
|
103
|
+
glDisableClientState(GL_VERTEX_ARRAY)
|
104
|
+
glBindTexture(GL_TEXTURE_2D, last_texture.unpack1('L'))
|
105
|
+
glMatrixMode(GL_MODELVIEW)
|
106
|
+
glPopMatrix()
|
107
|
+
glMatrixMode(GL_PROJECTION)
|
108
|
+
glPopMatrix()
|
109
|
+
glPopAttrib()
|
110
|
+
last_polygon_mode = last_polygon_mode.unpack('L2')
|
111
|
+
glPolygonMode(GL_FRONT, last_polygon_mode[0])
|
112
|
+
glPolygonMode(GL_BACK, last_polygon_mode[1])
|
113
|
+
last_viewport = last_viewport.unpack('L4')
|
114
|
+
glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3])
|
115
|
+
last_scissor_box = last_scissor_box.unpack('L4')
|
116
|
+
glScissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3])
|
117
|
+
glShadeModel(last_shade_model.unpack1('L'))
|
118
|
+
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode.unpack1('L'))
|
119
|
+
end
|
120
|
+
|
121
|
+
# private
|
122
|
+
|
123
|
+
def self.ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
|
124
|
+
# Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
125
|
+
glEnable(GL_BLEND)
|
126
|
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
|
127
|
+
# glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) # In order to composite our output buffer we need to preserve alpha
|
128
|
+
glDisable(GL_CULL_FACE)
|
129
|
+
glDisable(GL_STENCIL_TEST)
|
130
|
+
glDisable(GL_DEPTH_TEST)
|
131
|
+
glDisable(GL_LIGHTING)
|
132
|
+
glDisable(GL_COLOR_MATERIAL)
|
133
|
+
glEnable(GL_SCISSOR_TEST)
|
134
|
+
glEnableClientState(GL_VERTEX_ARRAY)
|
135
|
+
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
|
136
|
+
glEnableClientState(GL_COLOR_ARRAY)
|
137
|
+
glDisableClientState(GL_NORMAL_ARRAY)
|
138
|
+
glEnable(GL_TEXTURE_2D)
|
139
|
+
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
140
|
+
glShadeModel(GL_SMOOTH)
|
141
|
+
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
|
142
|
+
|
143
|
+
# If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
144
|
+
# you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
145
|
+
# (DO NOT MODIFY THIS FILE! Add the code in your calling function)
|
146
|
+
# GLint last_program;
|
147
|
+
# glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
148
|
+
# glUseProgram(0);
|
149
|
+
# ImGui_ImplOpenGL2_RenderDrawData(...);
|
150
|
+
# glUseProgram(last_program)
|
151
|
+
# There are potentially many more states you could need to clear/setup that we can't access from default headers.
|
152
|
+
# e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
|
153
|
+
|
154
|
+
# Setup viewport, orthographic projection matrix
|
155
|
+
# Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
156
|
+
glViewport(0, 0, fb_width, fb_height)
|
157
|
+
glMatrixMode(GL_PROJECTION)
|
158
|
+
glPushMatrix()
|
159
|
+
glLoadIdentity()
|
160
|
+
glOrtho(draw_data[:DisplayPos][:x], draw_data[:DisplayPos][:x] + draw_data[:DisplaySize][:x], draw_data[:DisplayPos][:y] + draw_data[:DisplaySize][:y], draw_data[:DisplayPos][:y], -1.0, +1.0)
|
161
|
+
glMatrixMode(GL_MODELVIEW)
|
162
|
+
glPushMatrix()
|
163
|
+
glLoadIdentity()
|
164
|
+
end
|
165
|
+
|
166
|
+
def self.ImplOpenGL2_CreateFontsTexture()
|
167
|
+
# Build texture atlas
|
168
|
+
io = ImGuiIO.new(ImGui::GetIO())
|
169
|
+
pixels = FFI::MemoryPointer.new :pointer
|
170
|
+
width = FFI::MemoryPointer.new :int
|
171
|
+
height = FFI::MemoryPointer.new :int
|
172
|
+
io[:Fonts].GetTexDataAsRGBA32(pixels, width, height, nil) # 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.
|
173
|
+
|
174
|
+
# Upload texture to graphics system
|
175
|
+
last_texture = ' ' * 4
|
176
|
+
@@g_FontTexture = ' ' * 4
|
177
|
+
glGetIntegerv(GL_TEXTURE_BINDING_2D, last_texture)
|
178
|
+
glGenTextures(1, @@g_FontTexture)
|
179
|
+
glBindTexture(GL_TEXTURE_2D, @@g_FontTexture.unpack1('L'))
|
180
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
|
181
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
|
182
|
+
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)
|
183
|
+
# Ruby/FFI <-> Fiddle pointer exchange
|
184
|
+
pixels_ptr = Fiddle::Pointer.new(pixels.read_pointer.address)
|
185
|
+
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width.read_uint, height.read_uint, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels_ptr)
|
186
|
+
|
187
|
+
# Store our identifier
|
188
|
+
io[:Fonts][:TexID] = @@g_FontTexture.unpack1('L')
|
189
|
+
|
190
|
+
# Restore state
|
191
|
+
glBindTexture(GL_TEXTURE_2D, last_texture.unpack1('L'))
|
192
|
+
|
193
|
+
return true
|
194
|
+
end
|
195
|
+
|
196
|
+
def self.ImplOpenGL2_DestroyFontsTexture()
|
197
|
+
if @@g_FontTexture != 0
|
198
|
+
glDeleteTextures(1, @@g_FontTexture)
|
199
|
+
io = ImGuiIO.new(ImGui::GetIO())
|
200
|
+
io[:Fonts][:TexID] = 0
|
201
|
+
@@g_FontTexture = 0
|
202
|
+
end
|
203
|
+
end
|
204
|
+
|
205
|
+
def self.ImplOpenGL2_CreateDeviceObjects()
|
206
|
+
return ImplOpenGL2_CreateFontsTexture()
|
207
|
+
end
|
208
|
+
|
209
|
+
def self.ImplOpenGL2_DestroyDeviceObjects()
|
210
|
+
ImplOpenGL2_DestroyFontsTexture()
|
211
|
+
end
|
212
|
+
|
213
|
+
end
|