imgui-bindings 0.1.10-x64-mingw
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- checksums.yaml +7 -0
- data/ChangeLog +361 -0
- data/LICENSE.txt +21 -0
- data/README.md +119 -0
- data/lib/imgui.dll +0 -0
- data/lib/imgui.rb +5817 -0
- data/lib/imgui_impl_glfw.rb +511 -0
- data/lib/imgui_impl_opengl2.rb +212 -0
- data/lib/imgui_impl_opengl3.rb +509 -0
- data/lib/imgui_impl_raylib.rb +454 -0
- data/lib/imgui_impl_sdl2.rb +409 -0
- data/lib/imgui_impl_sdlrenderer.rb +200 -0
- data/lib/imgui_internal.rb +49 -0
- data/lib/imnodes.dll +0 -0
- data/lib/imnodes.rb +161 -0
- metadata +87 -0
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require 'ffi'
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require '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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GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
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last_polygon_mode = ' ' * 8
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GL.GetIntegerv(GL::POLYGON_MODE, last_polygon_mode)
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last_viewport = ' ' * 16
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GL.GetIntegerv(GL::VIEWPORT, last_viewport)
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last_scissor_box = ' ' * 16
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GL.GetIntegerv(GL::SCISSOR_BOX, last_scissor_box)
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GL.PushAttrib(GL::ENABLE_BIT | GL::COLOR_BUFFER_BIT | GL::TRANSFORM_BIT)
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last_shade_model = ' ' * 4
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GL.GetIntegerv(GL::SHADE_MODEL, last_shade_model)
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last_tex_env_mode = ' ' * 4
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GL.GetTexEnviv(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, last_tex_env_mode)
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# Setup desired GL state
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ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
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# Will project scissor/clipping rectangles into framebuffer space
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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
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draw_data[:CmdListsCount].times do |n|
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cmd_list = ImDrawList.new((draw_data[:CmdLists][:Data] + 8 * n).read_pointer) # 8 == const ImDrawList*
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vtx_buffer = ImDrawVert.new(cmd_list[:VtxBuffer][:Data]) # const ImDrawVert*
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idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*
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GL.VertexPointer(2, GL::FLOAT, ImDrawVert.size, Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:pos))) )
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GL.TexCoordPointer(2, GL::FLOAT, ImDrawVert.size, Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:uv))) )
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GL.ColorPointer(4, GL::UNSIGNED_BYTE, ImDrawVert.size, Fiddle::Pointer.new((cmd_list[:VtxBuffer][:Data] + vtx_buffer.offset_of(:col))) )
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cmd_list[:CmdBuffer][:Size].times do |cmd_i|
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pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
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if pcmd[:UserCallback] != nil
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# [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )
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# User callback, registered via ImDrawList::AddCallback()
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# (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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# if pcmd[:UserCallback] == :ImDrawCallback_ResetRenderState
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
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# else
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# pcmd[:UserCallback](cmd_list, pcmd)
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# end
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else
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# Project scissor/clipping rectangles into framebuffer space
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clip_rect = ImVec4.new
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clip_rect[:x] = (pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x]
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clip_rect[:y] = (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y]
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clip_rect[:z] = (pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x]
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clip_rect[:w] = (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y]
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if (clip_rect[:x] < fb_width && clip_rect[:y] < fb_height && clip_rect[:z] >= 0.0 && clip_rect[:w] >= 0.0)
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# Apply scissor/clipping rectangle
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GL.Scissor(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)
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# Bind texture, Draw
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GL.BindTexture(GL::TEXTURE_2D, pcmd[:TextureId].address)
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GL.DrawElements(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(idx_buffer.address))
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end
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end
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idx_buffer += pcmd[:ElemCount] * 2 # 2 == ImDrawIdx(:ushort).size
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end
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end
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# Restore modified GL state
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GL.DisableClientState(GL::COLOR_ARRAY)
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GL.DisableClientState(GL::TEXTURE_COORD_ARRAY)
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GL.DisableClientState(GL::VERTEX_ARRAY)
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GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
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GL.MatrixMode(GL::MODELVIEW)
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GL.PopMatrix()
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GL.MatrixMode(GL::PROJECTION)
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GL.PopMatrix()
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GL.PopAttrib()
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last_polygon_mode = last_polygon_mode.unpack('L2')
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GL.PolygonMode(GL::FRONT, last_polygon_mode[0])
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GL.PolygonMode(GL::BACK, last_polygon_mode[1])
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last_viewport = last_viewport.unpack('L4')
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GL.Viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3])
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last_scissor_box = last_scissor_box.unpack('L4')
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GL.Scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3])
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GL.ShadeModel(last_shade_model.unpack1('L'))
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GL.TexEnvi(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, last_tex_env_mode.unpack1('L'))
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end
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# private
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def self.ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
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# Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GL.Enable(GL::BLEND)
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GL.BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA)
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# GL.BlendFuncSeparate(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
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GL.Disable(GL::CULL_FACE)
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GL.Disable(GL::STENCIL_TEST)
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GL.Disable(GL::DEPTH_TEST)
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GL.Disable(GL::LIGHTING)
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GL.Disable(GL::COLOR_MATERIAL)
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GL.Enable(GL::SCISSOR_TEST)
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GL.EnableClientState(GL::VERTEX_ARRAY)
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GL.EnableClientState(GL::TEXTURE_COORD_ARRAY)
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GL.EnableClientState(GL::COLOR_ARRAY)
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GL.DisableClientState(GL::NORMAL_ARRAY)
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GL.Enable(GL::TEXTURE_2D)
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GL.PolygonMode(GL::FRONT_AND_BACK, GL::FILL)
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GL.ShadeModel(GL::SMOOTH)
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GL.TexEnvi(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, GL::MODULATE)
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# If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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# you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
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# (DO NOT MODIFY THIS FILE! Add the code in your calling function)
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# GLint last_program;
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# glGetIntegerv(GL::CURRENT_PROGRAM, &last_program);
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# glUseProgram(0);
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# ImGui_ImplOpenGL2_RenderDrawData(...);
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# glUseProgram(last_program)
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# There are potentially many more states you could need to clear/setup that we can't access from default headers.
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# e.g. glBindBuffer(GL::ARRAY_BUFFER, 0), glDisable(GL::TEXTURE_CUBE_MAP).
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# Setup viewport, orthographic projection matrix
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# 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.
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GL.Viewport(0, 0, fb_width, fb_height)
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GL.MatrixMode(GL::PROJECTION)
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GL.PushMatrix()
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GL.LoadIdentity()
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GL.Ortho(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)
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GL.MatrixMode(GL::MODELVIEW)
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GL.PushMatrix()
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GL.LoadIdentity()
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end
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def self.ImplOpenGL2_CreateFontsTexture()
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# Build texture atlas
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io = ImGuiIO.new(ImGui::GetIO())
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pixels = FFI::MemoryPointer.new :pointer
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width = FFI::MemoryPointer.new :int
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height = FFI::MemoryPointer.new :int
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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.
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# Upload texture to graphics system
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last_texture = ' ' * 4
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@@g_FontTexture = ' ' * 4
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GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
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GL.GenTextures(1, @@g_FontTexture)
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GL.BindTexture(GL::TEXTURE_2D, @@g_FontTexture.unpack1('L'))
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GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR)
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GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR)
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GL.PixelStorei(GL::UNPACK_ROW_LENGTH, 0)
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# Ruby/FFI <-> Fiddle pointer exchange
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pixels_ptr = Fiddle::Pointer.new(pixels.read_pointer.address)
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GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, width.read_uint, height.read_uint, 0, GL::RGBA, GL::UNSIGNED_BYTE, pixels_ptr)
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# Store our identifier
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io[:Fonts][:TexID] = @@g_FontTexture.unpack1('L')
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# Restore state
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GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
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return true
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end
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def self.ImplOpenGL2_DestroyFontsTexture()
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if @@g_FontTexture != 0
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GL.DeleteTextures(1, @@g_FontTexture)
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io = ImGuiIO.new(ImGui::GetIO())
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io[:Fonts][:TexID] = 0
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@@g_FontTexture = 0
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end
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end
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def self.ImplOpenGL2_CreateDeviceObjects()
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return ImplOpenGL2_CreateFontsTexture()
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end
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def self.ImplOpenGL2_DestroyDeviceObjects()
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ImplOpenGL2_DestroyFontsTexture()
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end
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end
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