imgui-bindings 0.1.17 → 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/ChangeLog +10 -0
- data/LICENSE.txt +1 -1
- data/README.md +22 -27
- data/lib/imgui.aarch64.so +0 -0
- data/lib/imgui.arm64.dylib +0 -0
- data/lib/imgui.dll +0 -0
- data/lib/imgui.dll.release +0 -0
- data/lib/imgui.pdb +0 -0
- data/lib/imgui.rb +11386 -4679
- data/lib/imgui.rb.cimgui +6253 -0
- data/lib/imgui.x86_64.dylib +0 -0
- data/lib/imgui.x86_64.so +0 -0
- data/lib/imgui_impl_docking_opengl3.rb +638 -0
- data/lib/imgui_impl_docking_raylib.rb +4 -0
- data/lib/imgui_impl_docking_sdl3.rb +1129 -0
- data/lib/imgui_impl_docking_sdl3renderer.rb +259 -0
- data/lib/imgui_impl_opengl3.rb +302 -200
- data/lib/imgui_impl_raylib.rb +345 -11
- data/lib/imgui_impl_sdl3.rb +599 -0
- data/lib/imgui_impl_sdl3renderer.rb +254 -0
- metadata +29 -17
- data/lib/imgui_impl_glfw.rb +0 -511
- data/lib/imgui_impl_opengl2.rb +0 -212
- data/lib/imgui_impl_sdl2.rb +0 -409
- data/lib/imgui_impl_sdlrenderer.rb +0 -200
- data/lib/imgui_internal.rb +0 -49
- data/lib/imnodes.aarch64.so +0 -0
- data/lib/imnodes.arm64.dylib +0 -0
- data/lib/imnodes.dll +0 -0
- data/lib/imnodes.rb +0 -161
- data/lib/imnodes.x86_64.dylib +0 -0
- data/lib/imnodes.x86_64.so +0 -0
data/lib/imgui.x86_64.dylib
CHANGED
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Binary file
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data/lib/imgui.x86_64.so
CHANGED
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Binary file
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@@ -0,0 +1,638 @@
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require 'ffi'
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require 'opengl'
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require 'fiddle'
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require_relative 'imgui'
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module ImGui
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@@g_DockingGL3GlVersion = 0
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@@g_DockingGL3MaxTextureSize = 0
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@@g_DockingGL3GlslVersionString = ""
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@@g_DockingGL3ShaderHandle = 0
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@@g_DockingGL3AttribLocationTex = 0
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@@g_DockingGL3AttribLocationProjMtx = 0
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@@g_DockingGL3AttribLocationVtxPos = 0
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@@g_DockingGL3AttribLocationVtxUV = 0
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@@g_DockingGL3AttribLocationVtxColor = 0
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@@g_DockingGL3VboHandle = 0
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@@g_DockingGL3ElementsHandle = 0
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@@g_DockingGL3BackendRendererName = FFI::MemoryPointer.from_string("imgui_impl_docking_opengl3")
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@@g_DockingGL3RendererCallbacks = nil
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def self.ImplDockingOpenGL3_PrintShaderCompileStatus(handle)
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rvalue = ' ' * 4
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GL.GetShaderiv(handle, GL::COMPILE_STATUS, rvalue)
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ok = rvalue.unpack1('L')
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return true if ok == GL::TRUE
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$stderr.puts "Error in compiling shader"
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log_length = ' ' * 4
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GL.GetShaderiv(handle, GL::INFO_LOG_LENGTH, log_length)
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log_length = log_length.unpack1('L')
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if log_length > 0
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buf = ' ' * log_length
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GL.GetShaderInfoLog(handle, log_length, nil, buf)
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$stderr.puts(buf)
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end
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false
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end
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def self.ImplDockingOpenGL3_PrintProgramLinkStatus(handle)
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rvalue = ' ' * 4
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GL.GetProgramiv(handle, GL::LINK_STATUS, rvalue)
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ok = rvalue.unpack1('L')
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return true if ok == GL::TRUE
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$stderr.puts "Error in linking program"
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log_length = ' ' * 4
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GL.GetProgramiv(handle, GL::INFO_LOG_LENGTH, log_length)
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log_length = log_length.unpack1('L')
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if log_length > 0
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buf = ' ' * log_length
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GL.GetProgramInfoLog(handle, log_length, nil, buf)
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$stderr.puts(buf)
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end
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false
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end
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def self.ImplDockingOpenGL3_Init(glsl_version = nil)
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major, minor = ' ' * 4, ' ' * 4
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GL.GetIntegerv(GL::MAJOR_VERSION, major)
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GL.GetIntegerv(GL::MINOR_VERSION, minor)
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major = major.unpack1('L')
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minor = minor.unpack1('L')
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# OpenGL 2.x fallback when GL_MAJOR_VERSION/GL_MINOR_VERSION are unavailable.
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if major == 0 && minor == 0 && GL.respond_to?(:GetString)
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version_string = GL.GetString(GL::VERSION).to_s
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parts = version_string.split(/[ .]/)
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major = parts[0].to_i
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minor = parts[1].to_i
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end
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@@g_DockingGL3GlVersion = major * 100 + minor * 10
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max_texture_size = ' ' * 4
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GL.GetIntegerv(GL::MAX_TEXTURE_SIZE, max_texture_size)
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@@g_DockingGL3MaxTextureSize = max_texture_size.unpack1('L')
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io = ImGuiIO.new(ImGui::GetIO())
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io[:BackendRendererName] = @@g_DockingGL3BackendRendererName
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io[:BackendFlags] |= ImGuiBackendFlags_RendererHasVtxOffset if @@g_DockingGL3GlVersion >= 320
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io[:BackendFlags] |= ImGuiBackendFlags_RendererHasTextures
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io[:BackendFlags] |= ImGuiBackendFlags_RendererHasViewports
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platform_io = ImGuiPlatformIO.new(ImGui::GetPlatformIO())
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platform_io[:Renderer_TextureMaxWidth] = @@g_DockingGL3MaxTextureSize
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platform_io[:Renderer_TextureMaxHeight] = @@g_DockingGL3MaxTextureSize
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if glsl_version.nil?
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if GL.get_platform() == :OPENGL_PLATFORM_MACOSX
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glsl_version = '#version 150'
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else
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glsl_version = '#version 130'
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end
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end
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@@g_DockingGL3GlslVersionString = glsl_version.end_with?("\n") ? glsl_version.dup : "#{glsl_version}\n"
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ImplDockingOpenGL3_InitMultiViewportSupport()
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true
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end
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def self.ImplDockingOpenGL3_Shutdown()
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ImplDockingOpenGL3_DestroyDeviceObjects()
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io = ImGuiIO.new(ImGui::GetIO())
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io[:BackendRendererName] = nil
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io[:BackendFlags] &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures)
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begin
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platform_io = ImGuiPlatformIO.new(ImGui::GetPlatformIO())
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platform_io.ClearRendererHandlers()
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rescue StandardError
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# Older generated bindings may not expose all platform IO helpers.
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end
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end
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def self.ImplDockingOpenGL3_NewFrame()
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ImplDockingOpenGL3_CreateDeviceObjects() if @@g_DockingGL3ShaderHandle == 0
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end
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def self.ImplDockingOpenGL3_RenderDrawData(draw_data_raw)
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draw_data = ImDrawData.new(draw_data_raw)
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# Avoid rendering when minimized, scale coordinates for retina displays.
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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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ImplDockingOpenGL3_ProcessTextureUpdates(draw_data)
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last_active_texture = ' ' * 4; GL.GetIntegerv(GL::ACTIVE_TEXTURE, last_active_texture)
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GL.ActiveTexture(GL::TEXTURE0)
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last_program = ' ' * 4; GL.GetIntegerv(GL::CURRENT_PROGRAM, last_program)
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last_texture = ' ' * 4; GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
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has_sampler = defined?(GL::SAMPLER_BINDING)
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last_sampler = ' ' * 4
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GL.GetIntegerv(GL::SAMPLER_BINDING, last_sampler) if has_sampler
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last_array_buffer = ' ' * 4; GL.GetIntegerv(GL::ARRAY_BUFFER_BINDING, last_array_buffer)
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last_vertex_array_object = ' ' * 4; GL.GetIntegerv(GL::VERTEX_ARRAY_BINDING, last_vertex_array_object)
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last_polygon_mode = ' ' * 8; GL.GetIntegerv(GL::POLYGON_MODE, last_polygon_mode)
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last_viewport = ' ' * 16; GL.GetIntegerv(GL::VIEWPORT, last_viewport)
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last_scissor_box = ' ' * 16; GL.GetIntegerv(GL::SCISSOR_BOX, last_scissor_box)
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last_blend_src_rgb = ' ' * 4; GL.GetIntegerv(GL::BLEND_SRC_RGB, last_blend_src_rgb)
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last_blend_dst_rgb = ' ' * 4; GL.GetIntegerv(GL::BLEND_DST_RGB, last_blend_dst_rgb)
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last_blend_src_alpha = ' ' * 4; GL.GetIntegerv(GL::BLEND_SRC_ALPHA, last_blend_src_alpha)
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last_blend_dst_alpha = ' ' * 4; GL.GetIntegerv(GL::BLEND_DST_ALPHA, last_blend_dst_alpha)
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last_blend_equation_rgb = ' ' * 4; GL.GetIntegerv(GL::BLEND_EQUATION_RGB, last_blend_equation_rgb)
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last_blend_equation_alpha = ' ' * 4; GL.GetIntegerv(GL::BLEND_EQUATION_ALPHA, last_blend_equation_alpha)
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last_enable_blend = GL.IsEnabled(GL::BLEND)
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last_enable_cull_face = GL.IsEnabled(GL::CULL_FACE)
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last_enable_depth_test = GL.IsEnabled(GL::DEPTH_TEST)
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last_enable_stencil_test = GL.IsEnabled(GL::STENCIL_TEST)
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last_enable_scissor_test = GL.IsEnabled(GL::SCISSOR_TEST)
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# Recreate VAO every frame so this works across multiple GL contexts.
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vao_mem = ' ' * 4
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GL.GenVertexArrays(1, vao_mem)
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vertex_array_object = vao_mem.unpack1('L')
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ImplDockingOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
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clip_off = draw_data[:DisplayPos]
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clip_scale = draw_data[:FramebufferScale]
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cmd_list_data = draw_data[:CmdLists][:Data]
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pointer_stride = FFI::Pointer.size
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draw_data[:CmdListsCount].times do |n|
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cmd_list_ptr = (cmd_list_data + pointer_stride * n).read_pointer
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cmd_list = ImDrawList.new(cmd_list_ptr)
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vtx_size = cmd_list[:VtxBuffer][:Size] * ImDrawVert.size
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idx_size = cmd_list[:IdxBuffer][:Size] * 2 # ImDrawIdx is currently ushort in generated bindings.
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GL.BufferData(GL::ARRAY_BUFFER, vtx_size, Fiddle::Pointer.new(cmd_list[:VtxBuffer][:Data]), GL::STREAM_DRAW)
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GL.BufferData(GL::ELEMENT_ARRAY_BUFFER, idx_size, Fiddle::Pointer.new(cmd_list[:IdxBuffer][:Data]), GL::STREAM_DRAW)
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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)
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if pcmd[:UserCallback] != nil
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# Reset callback token is not exposed cleanly in current bindings, so keep old behavior.
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ImplDockingOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
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next
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end
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clip_min_x = (pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x]
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clip_min_y = (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y]
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clip_max_x = (pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x]
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clip_max_y = (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y]
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next if clip_max_x <= clip_min_x || clip_max_y <= clip_min_y
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GL.Scissor(clip_min_x.to_i, (fb_height - clip_max_y).to_i, (clip_max_x - clip_min_x).to_i, (clip_max_y - clip_min_y).to_i)
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GL.BindTexture(GL::TEXTURE_2D, pcmd.GetTexID())
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if @@g_DockingGL3GlVersion >= 320
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GL.DrawElementsBaseVertex(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(pcmd[:IdxOffset] * 2), pcmd[:VtxOffset])
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else
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GL.DrawElements(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(pcmd[:IdxOffset] * 2))
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end
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end
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end
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GL.DeleteVertexArrays(1, [vertex_array_object].pack('L'))
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GL.UseProgram(last_program.unpack1('L'))
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GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
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GL.BindSampler(0, last_sampler.unpack1('L')) if has_sampler
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GL.ActiveTexture(last_active_texture.unpack1('L'))
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GL.BindVertexArray(last_vertex_array_object.unpack1('L'))
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GL.BindBuffer(GL::ARRAY_BUFFER, last_array_buffer.unpack1('L'))
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GL.BlendEquationSeparate(last_blend_equation_rgb.unpack1('L'), last_blend_equation_alpha.unpack1('L'))
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GL.BlendFuncSeparate(
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last_blend_src_rgb.unpack1('L'),
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last_blend_dst_rgb.unpack1('L'),
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last_blend_src_alpha.unpack1('L'),
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last_blend_dst_alpha.unpack1('L')
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)
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if last_enable_blend then GL.Enable(GL::BLEND) else GL.Disable(GL::BLEND) end
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if last_enable_cull_face then GL.Enable(GL::CULL_FACE) else GL.Disable(GL::CULL_FACE) end
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if last_enable_depth_test then GL.Enable(GL::DEPTH_TEST) else GL.Disable(GL::DEPTH_TEST) end
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if last_enable_stencil_test then GL.Enable(GL::STENCIL_TEST) else GL.Disable(GL::STENCIL_TEST) end
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if last_enable_scissor_test then GL.Enable(GL::SCISSOR_TEST) else GL.Disable(GL::SCISSOR_TEST) end
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last_polygon_mode = last_polygon_mode.unpack('L2')
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GL.PolygonMode(GL::FRONT_AND_BACK, last_polygon_mode[0])
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242
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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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245
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+
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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])
|
|
248
|
+
end
|
|
249
|
+
|
|
250
|
+
def self.ImplDockingOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
|
|
251
|
+
GL.Enable(GL::BLEND)
|
|
252
|
+
GL.BlendEquation(GL::FUNC_ADD)
|
|
253
|
+
GL.BlendFuncSeparate(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA, GL::ONE, GL::ONE_MINUS_SRC_ALPHA)
|
|
254
|
+
GL.Disable(GL::CULL_FACE)
|
|
255
|
+
GL.Disable(GL::DEPTH_TEST)
|
|
256
|
+
GL.Disable(GL::STENCIL_TEST)
|
|
257
|
+
GL.Enable(GL::SCISSOR_TEST)
|
|
258
|
+
GL.PolygonMode(GL::FRONT_AND_BACK, GL::FILL)
|
|
259
|
+
|
|
260
|
+
GL.Viewport(0, 0, fb_width, fb_height)
|
|
261
|
+
l = draw_data[:DisplayPos][:x]
|
|
262
|
+
r = draw_data[:DisplayPos][:x] + draw_data[:DisplaySize][:x]
|
|
263
|
+
t = draw_data[:DisplayPos][:y]
|
|
264
|
+
b = draw_data[:DisplayPos][:y] + draw_data[:DisplaySize][:y]
|
|
265
|
+
|
|
266
|
+
ortho_projection = [
|
|
267
|
+
2.0 / (r - l), 0.0, 0.0, 0.0,
|
|
268
|
+
0.0, 2.0 / (t - b), 0.0, 0.0,
|
|
269
|
+
0.0, 0.0, -1.0, 0.0,
|
|
270
|
+
(r + l) / (l - r), (t + b) / (b - t), 0.0, 1.0,
|
|
271
|
+
]
|
|
272
|
+
|
|
273
|
+
GL.UseProgram(@@g_DockingGL3ShaderHandle)
|
|
274
|
+
GL.Uniform1i(@@g_DockingGL3AttribLocationTex, 0)
|
|
275
|
+
GL.UniformMatrix4fv(@@g_DockingGL3AttribLocationProjMtx, 1, GL::FALSE, ortho_projection.pack('F16'))
|
|
276
|
+
|
|
277
|
+
if defined?(GL::SAMPLER_BINDING)
|
|
278
|
+
GL.BindSampler(0, 0)
|
|
279
|
+
end
|
|
280
|
+
|
|
281
|
+
GL.BindVertexArray(vertex_array_object)
|
|
282
|
+
GL.BindBuffer(GL::ARRAY_BUFFER, @@g_DockingGL3VboHandle)
|
|
283
|
+
GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, @@g_DockingGL3ElementsHandle)
|
|
284
|
+
|
|
285
|
+
GL.EnableVertexAttribArray(@@g_DockingGL3AttribLocationVtxPos)
|
|
286
|
+
GL.EnableVertexAttribArray(@@g_DockingGL3AttribLocationVtxUV)
|
|
287
|
+
GL.EnableVertexAttribArray(@@g_DockingGL3AttribLocationVtxColor)
|
|
288
|
+
|
|
289
|
+
GL.VertexAttribPointer(@@g_DockingGL3AttribLocationVtxPos, 2, GL::FLOAT, GL::FALSE, ImDrawVert.size, ImDrawVert.offset_of(:pos))
|
|
290
|
+
GL.VertexAttribPointer(@@g_DockingGL3AttribLocationVtxUV, 2, GL::FLOAT, GL::FALSE, ImDrawVert.size, ImDrawVert.offset_of(:uv))
|
|
291
|
+
GL.VertexAttribPointer(@@g_DockingGL3AttribLocationVtxColor, 4, GL::UNSIGNED_BYTE, GL::TRUE, ImDrawVert.size, ImDrawVert.offset_of(:col))
|
|
292
|
+
end
|
|
293
|
+
|
|
294
|
+
# Compatibility wrapper retained for older caller code.
|
|
295
|
+
def self.ImplDockingOpenGL3_CreateFontsTexture()
|
|
296
|
+
true
|
|
297
|
+
end
|
|
298
|
+
|
|
299
|
+
# Compatibility wrapper retained for older caller code.
|
|
300
|
+
def self.ImplDockingOpenGL3_DestroyFontsTexture()
|
|
301
|
+
nil
|
|
302
|
+
end
|
|
303
|
+
|
|
304
|
+
def self.ImGui_ImplDockingOpenGL3_RenderWindow(viewport_raw, _render_arg)
|
|
305
|
+
viewport = viewport_raw.kind_of?(ImGuiViewport) ? viewport_raw : ImGuiViewport.new(viewport_raw)
|
|
306
|
+
return if viewport[:DrawData] == nil || viewport[:DrawData].address == 0
|
|
307
|
+
|
|
308
|
+
if (viewport[:Flags] & ImGuiViewportFlags_NoRendererClear) == 0
|
|
309
|
+
GL.ClearColor(0.0, 0.0, 0.0, 1.0)
|
|
310
|
+
GL.Clear(GL::COLOR_BUFFER_BIT)
|
|
311
|
+
end
|
|
312
|
+
|
|
313
|
+
ImplDockingOpenGL3_RenderDrawData(viewport[:DrawData])
|
|
314
|
+
end
|
|
315
|
+
|
|
316
|
+
def self.ImplDockingOpenGL3_InitMultiViewportSupport()
|
|
317
|
+
if @@g_DockingGL3RendererCallbacks == nil
|
|
318
|
+
@@g_DockingGL3RendererCallbacks = {
|
|
319
|
+
render_window: FFI::Function.new(:void, [:pointer, :pointer]) { |viewport, arg| ImGui_ImplDockingOpenGL3_RenderWindow(viewport, arg) }
|
|
320
|
+
}
|
|
321
|
+
end
|
|
322
|
+
|
|
323
|
+
platform_io = ImGuiPlatformIO.new(ImGui::GetPlatformIO())
|
|
324
|
+
platform_io[:Renderer_RenderWindow] = @@g_DockingGL3RendererCallbacks[:render_window]
|
|
325
|
+
end
|
|
326
|
+
|
|
327
|
+
def self.ImplDockingOpenGL3_ProcessTextureUpdates(draw_data)
|
|
328
|
+
textures_ptr = draw_data[:Textures]
|
|
329
|
+
return if textures_ptr.nil? || textures_ptr.null?
|
|
330
|
+
|
|
331
|
+
textures = ImVector.new(textures_ptr)
|
|
332
|
+
data_ptr = textures[:Data]
|
|
333
|
+
pointer_stride = FFI::Pointer.size
|
|
334
|
+
|
|
335
|
+
textures[:Size].times do |i|
|
|
336
|
+
tex_ptr = (data_ptr + pointer_stride * i).read_pointer
|
|
337
|
+
next if tex_ptr.nil? || tex_ptr.null?
|
|
338
|
+
|
|
339
|
+
tex = ImTextureData.new(tex_ptr)
|
|
340
|
+
ImplDockingOpenGL3_UpdateTexture(tex) if tex[:Status] != ImTextureStatus_OK
|
|
341
|
+
end
|
|
342
|
+
end
|
|
343
|
+
|
|
344
|
+
def self.ImplDockingOpenGL3_DestroyTexture(tex)
|
|
345
|
+
gl_tex_id = tex.GetTexID()
|
|
346
|
+
if gl_tex_id != 0
|
|
347
|
+
GL.DeleteTextures(1, [gl_tex_id].pack('L'))
|
|
348
|
+
end
|
|
349
|
+
|
|
350
|
+
tex.SetTexID(0)
|
|
351
|
+
tex.SetStatus(ImTextureStatus_Destroyed)
|
|
352
|
+
end
|
|
353
|
+
|
|
354
|
+
def self.ImplDockingOpenGL3_AsGLPointer(pointer)
|
|
355
|
+
return nil if pointer.nil? || pointer.null?
|
|
356
|
+
|
|
357
|
+
Fiddle::Pointer.new(pointer.to_i)
|
|
358
|
+
end
|
|
359
|
+
|
|
360
|
+
def self.ImplDockingOpenGL3_UpdateTexture(tex)
|
|
361
|
+
status = tex[:Status]
|
|
362
|
+
|
|
363
|
+
if status == ImTextureStatus_WantCreate || status == ImTextureStatus_WantUpdates
|
|
364
|
+
GL.PixelStorei(GL::UNPACK_ROW_LENGTH, 0) if defined?(GL::UNPACK_ROW_LENGTH)
|
|
365
|
+
GL.PixelStorei(GL::UNPACK_ALIGNMENT, 1) if defined?(GL::UNPACK_ALIGNMENT)
|
|
366
|
+
end
|
|
367
|
+
|
|
368
|
+
if status == ImTextureStatus_WantCreate
|
|
369
|
+
return unless tex[:Format] == ImTextureFormat_RGBA32
|
|
370
|
+
|
|
371
|
+
last_texture = ' ' * 4
|
|
372
|
+
GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
|
|
373
|
+
|
|
374
|
+
texture_mem = ' ' * 4
|
|
375
|
+
GL.GenTextures(1, texture_mem)
|
|
376
|
+
gl_texture_id = texture_mem.unpack1('L')
|
|
377
|
+
|
|
378
|
+
GL.BindTexture(GL::TEXTURE_2D, gl_texture_id)
|
|
379
|
+
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR)
|
|
380
|
+
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR)
|
|
381
|
+
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::CLAMP_TO_EDGE)
|
|
382
|
+
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::CLAMP_TO_EDGE)
|
|
383
|
+
|
|
384
|
+
pixels_ptr = ImplDockingOpenGL3_AsGLPointer(tex[:Pixels])
|
|
385
|
+
GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, tex[:Width], tex[:Height], 0, GL::RGBA, GL::UNSIGNED_BYTE, pixels_ptr)
|
|
386
|
+
|
|
387
|
+
tex.SetTexID(gl_texture_id)
|
|
388
|
+
tex.SetStatus(ImTextureStatus_OK)
|
|
389
|
+
|
|
390
|
+
GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
|
|
391
|
+
return
|
|
392
|
+
end
|
|
393
|
+
|
|
394
|
+
if status == ImTextureStatus_WantUpdates
|
|
395
|
+
last_texture = ' ' * 4
|
|
396
|
+
GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
|
|
397
|
+
|
|
398
|
+
GL.BindTexture(GL::TEXTURE_2D, tex.GetTexID())
|
|
399
|
+
|
|
400
|
+
updates = tex[:Updates]
|
|
401
|
+
updates_ptr = updates[:Data]
|
|
402
|
+
|
|
403
|
+
if !updates_ptr.nil? && !updates_ptr.null?
|
|
404
|
+
if defined?(GL::UNPACK_ROW_LENGTH)
|
|
405
|
+
GL.PixelStorei(GL::UNPACK_ROW_LENGTH, tex[:Width])
|
|
406
|
+
|
|
407
|
+
updates[:Size].times do |i|
|
|
408
|
+
rect = ImTextureRect.new(updates_ptr + i * ImTextureRect.size)
|
|
409
|
+
pixels_ptr = ImplDockingOpenGL3_AsGLPointer(tex.GetPixelsAt(rect[:x], rect[:y]))
|
|
410
|
+
GL.TexSubImage2D(GL::TEXTURE_2D, 0, rect[:x], rect[:y], rect[:w], rect[:h], GL::RGBA, GL::UNSIGNED_BYTE, pixels_ptr)
|
|
411
|
+
end
|
|
412
|
+
|
|
413
|
+
GL.PixelStorei(GL::UNPACK_ROW_LENGTH, 0)
|
|
414
|
+
else
|
|
415
|
+
updates[:Size].times do |i|
|
|
416
|
+
rect = ImTextureRect.new(updates_ptr + i * ImTextureRect.size)
|
|
417
|
+
rect[:h].times do |line|
|
|
418
|
+
pixels_ptr = ImplDockingOpenGL3_AsGLPointer(tex.GetPixelsAt(rect[:x], rect[:y] + line))
|
|
419
|
+
GL.TexSubImage2D(GL::TEXTURE_2D, 0, rect[:x], rect[:y] + line, rect[:w], 1, GL::RGBA, GL::UNSIGNED_BYTE, pixels_ptr)
|
|
420
|
+
end
|
|
421
|
+
end
|
|
422
|
+
end
|
|
423
|
+
end
|
|
424
|
+
|
|
425
|
+
tex.SetStatus(ImTextureStatus_OK)
|
|
426
|
+
GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
|
|
427
|
+
return
|
|
428
|
+
end
|
|
429
|
+
|
|
430
|
+
if status == ImTextureStatus_WantDestroy && tex[:UnusedFrames] > 0
|
|
431
|
+
ImplDockingOpenGL3_DestroyTexture(tex)
|
|
432
|
+
end
|
|
433
|
+
end
|
|
434
|
+
|
|
435
|
+
def self.ImplDockingOpenGL3_CreateDeviceObjects()
|
|
436
|
+
last_texture = ' ' * 4
|
|
437
|
+
last_array_buffer = ' ' * 4
|
|
438
|
+
GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
|
|
439
|
+
GL.GetIntegerv(GL::ARRAY_BUFFER_BINDING, last_array_buffer)
|
|
440
|
+
|
|
441
|
+
last_vertex_array = ' ' * 4
|
|
442
|
+
GL.GetIntegerv(GL::VERTEX_ARRAY_BINDING, last_vertex_array)
|
|
443
|
+
|
|
444
|
+
glsl_version = @@g_DockingGL3GlslVersionString.split[1].to_i
|
|
445
|
+
|
|
446
|
+
vertex_shader_glsl_120 = <<-'SRC'
|
|
447
|
+
uniform mat4 ProjMtx;
|
|
448
|
+
attribute vec2 Position;
|
|
449
|
+
attribute vec2 UV;
|
|
450
|
+
attribute vec4 Color;
|
|
451
|
+
varying vec2 Frag_UV;
|
|
452
|
+
varying vec4 Frag_Color;
|
|
453
|
+
void main()
|
|
454
|
+
{
|
|
455
|
+
Frag_UV = UV;
|
|
456
|
+
Frag_Color = Color;
|
|
457
|
+
gl_Position = ProjMtx * vec4(Position.xy,0,1);
|
|
458
|
+
}
|
|
459
|
+
SRC
|
|
460
|
+
|
|
461
|
+
vertex_shader_glsl_130 = <<-'SRC'
|
|
462
|
+
uniform mat4 ProjMtx;
|
|
463
|
+
in vec2 Position;
|
|
464
|
+
in vec2 UV;
|
|
465
|
+
in vec4 Color;
|
|
466
|
+
out vec2 Frag_UV;
|
|
467
|
+
out vec4 Frag_Color;
|
|
468
|
+
void main()
|
|
469
|
+
{
|
|
470
|
+
Frag_UV = UV;
|
|
471
|
+
Frag_Color = Color;
|
|
472
|
+
gl_Position = ProjMtx * vec4(Position.xy,0,1);
|
|
473
|
+
}
|
|
474
|
+
SRC
|
|
475
|
+
|
|
476
|
+
vertex_shader_glsl_300_es = <<-'SRC'
|
|
477
|
+
precision highp float;
|
|
478
|
+
layout (location = 0) in vec2 Position;
|
|
479
|
+
layout (location = 1) in vec2 UV;
|
|
480
|
+
layout (location = 2) in vec4 Color;
|
|
481
|
+
uniform mat4 ProjMtx;
|
|
482
|
+
out vec2 Frag_UV;
|
|
483
|
+
out vec4 Frag_Color;
|
|
484
|
+
void main()
|
|
485
|
+
{
|
|
486
|
+
Frag_UV = UV;
|
|
487
|
+
Frag_Color = Color;
|
|
488
|
+
gl_Position = ProjMtx * vec4(Position.xy,0,1);
|
|
489
|
+
}
|
|
490
|
+
SRC
|
|
491
|
+
|
|
492
|
+
vertex_shader_glsl_410_core = <<-'SRC'
|
|
493
|
+
layout (location = 0) in vec2 Position;
|
|
494
|
+
layout (location = 1) in vec2 UV;
|
|
495
|
+
layout (location = 2) in vec4 Color;
|
|
496
|
+
uniform mat4 ProjMtx;
|
|
497
|
+
out vec2 Frag_UV;
|
|
498
|
+
out vec4 Frag_Color;
|
|
499
|
+
void main()
|
|
500
|
+
{
|
|
501
|
+
Frag_UV = UV;
|
|
502
|
+
Frag_Color = Color;
|
|
503
|
+
gl_Position = ProjMtx * vec4(Position.xy,0,1);
|
|
504
|
+
}
|
|
505
|
+
SRC
|
|
506
|
+
|
|
507
|
+
fragment_shader_glsl_120 = <<-'SRC'
|
|
508
|
+
#ifdef GL_ES
|
|
509
|
+
precision mediump float;
|
|
510
|
+
#endif
|
|
511
|
+
uniform sampler2D Texture;
|
|
512
|
+
varying vec2 Frag_UV;
|
|
513
|
+
varying vec4 Frag_Color;
|
|
514
|
+
void main()
|
|
515
|
+
{
|
|
516
|
+
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
|
517
|
+
}
|
|
518
|
+
SRC
|
|
519
|
+
|
|
520
|
+
fragment_shader_glsl_130 = <<-'SRC'
|
|
521
|
+
uniform sampler2D Texture;
|
|
522
|
+
in vec2 Frag_UV;
|
|
523
|
+
in vec4 Frag_Color;
|
|
524
|
+
out vec4 Out_Color;
|
|
525
|
+
void main()
|
|
526
|
+
{
|
|
527
|
+
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
|
528
|
+
}
|
|
529
|
+
SRC
|
|
530
|
+
|
|
531
|
+
fragment_shader_glsl_300_es = <<-'SRC'
|
|
532
|
+
precision mediump float;
|
|
533
|
+
uniform sampler2D Texture;
|
|
534
|
+
in vec2 Frag_UV;
|
|
535
|
+
in vec4 Frag_Color;
|
|
536
|
+
layout (location = 0) out vec4 Out_Color;
|
|
537
|
+
void main()
|
|
538
|
+
{
|
|
539
|
+
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
|
540
|
+
}
|
|
541
|
+
SRC
|
|
542
|
+
|
|
543
|
+
fragment_shader_glsl_410_core = <<-'SRC'
|
|
544
|
+
in vec2 Frag_UV;
|
|
545
|
+
in vec4 Frag_Color;
|
|
546
|
+
uniform sampler2D Texture;
|
|
547
|
+
layout (location = 0) out vec4 Out_Color;
|
|
548
|
+
void main()
|
|
549
|
+
{
|
|
550
|
+
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
|
551
|
+
}
|
|
552
|
+
SRC
|
|
553
|
+
|
|
554
|
+
vertex_shader, fragment_shader = if glsl_version < 130
|
|
555
|
+
[vertex_shader_glsl_120, fragment_shader_glsl_120]
|
|
556
|
+
elsif glsl_version >= 410
|
|
557
|
+
[vertex_shader_glsl_410_core, fragment_shader_glsl_410_core]
|
|
558
|
+
elsif glsl_version == 300
|
|
559
|
+
[vertex_shader_glsl_300_es, fragment_shader_glsl_300_es]
|
|
560
|
+
else
|
|
561
|
+
[vertex_shader_glsl_130, fragment_shader_glsl_130]
|
|
562
|
+
end
|
|
563
|
+
|
|
564
|
+
vert_handle = GL.CreateShader(GL::VERTEX_SHADER)
|
|
565
|
+
GL.ShaderSource(vert_handle, 2, [@@g_DockingGL3GlslVersionString, vertex_shader].pack('p*'), nil)
|
|
566
|
+
GL.CompileShader(vert_handle)
|
|
567
|
+
return false unless ImplDockingOpenGL3_PrintShaderCompileStatus(vert_handle)
|
|
568
|
+
|
|
569
|
+
frag_handle = GL.CreateShader(GL::FRAGMENT_SHADER)
|
|
570
|
+
GL.ShaderSource(frag_handle, 2, [@@g_DockingGL3GlslVersionString, fragment_shader].pack('p*'), nil)
|
|
571
|
+
GL.CompileShader(frag_handle)
|
|
572
|
+
return false unless ImplDockingOpenGL3_PrintShaderCompileStatus(frag_handle)
|
|
573
|
+
|
|
574
|
+
@@g_DockingGL3ShaderHandle = GL.CreateProgram()
|
|
575
|
+
GL.AttachShader(@@g_DockingGL3ShaderHandle, vert_handle)
|
|
576
|
+
GL.AttachShader(@@g_DockingGL3ShaderHandle, frag_handle)
|
|
577
|
+
GL.LinkProgram(@@g_DockingGL3ShaderHandle)
|
|
578
|
+
return false unless ImplDockingOpenGL3_PrintProgramLinkStatus(@@g_DockingGL3ShaderHandle)
|
|
579
|
+
|
|
580
|
+
GL.DetachShader(@@g_DockingGL3ShaderHandle, vert_handle)
|
|
581
|
+
GL.DetachShader(@@g_DockingGL3ShaderHandle, frag_handle)
|
|
582
|
+
GL.DeleteShader(vert_handle)
|
|
583
|
+
GL.DeleteShader(frag_handle)
|
|
584
|
+
|
|
585
|
+
@@g_DockingGL3AttribLocationTex = GL.GetUniformLocation(@@g_DockingGL3ShaderHandle, 'Texture')
|
|
586
|
+
@@g_DockingGL3AttribLocationProjMtx = GL.GetUniformLocation(@@g_DockingGL3ShaderHandle, 'ProjMtx')
|
|
587
|
+
@@g_DockingGL3AttribLocationVtxPos = GL.GetAttribLocation(@@g_DockingGL3ShaderHandle, 'Position')
|
|
588
|
+
@@g_DockingGL3AttribLocationVtxUV = GL.GetAttribLocation(@@g_DockingGL3ShaderHandle, 'UV')
|
|
589
|
+
@@g_DockingGL3AttribLocationVtxColor = GL.GetAttribLocation(@@g_DockingGL3ShaderHandle, 'Color')
|
|
590
|
+
|
|
591
|
+
vbo_mem = ' ' * 4
|
|
592
|
+
elem_mem = ' ' * 4
|
|
593
|
+
GL.GenBuffers(1, vbo_mem)
|
|
594
|
+
GL.GenBuffers(1, elem_mem)
|
|
595
|
+
@@g_DockingGL3VboHandle = vbo_mem.unpack1('L')
|
|
596
|
+
@@g_DockingGL3ElementsHandle = elem_mem.unpack1('L')
|
|
597
|
+
|
|
598
|
+
GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
|
|
599
|
+
GL.BindBuffer(GL::ARRAY_BUFFER, last_array_buffer.unpack1('L'))
|
|
600
|
+
GL.BindVertexArray(last_vertex_array.unpack1('L'))
|
|
601
|
+
|
|
602
|
+
true
|
|
603
|
+
end
|
|
604
|
+
|
|
605
|
+
def self.ImplDockingOpenGL3_DestroyDeviceObjects()
|
|
606
|
+
if @@g_DockingGL3VboHandle != 0
|
|
607
|
+
GL.DeleteBuffers(1, [@@g_DockingGL3VboHandle].pack('L'))
|
|
608
|
+
@@g_DockingGL3VboHandle = 0
|
|
609
|
+
end
|
|
610
|
+
|
|
611
|
+
if @@g_DockingGL3ElementsHandle != 0
|
|
612
|
+
GL.DeleteBuffers(1, [@@g_DockingGL3ElementsHandle].pack('L'))
|
|
613
|
+
@@g_DockingGL3ElementsHandle = 0
|
|
614
|
+
end
|
|
615
|
+
|
|
616
|
+
if @@g_DockingGL3ShaderHandle != 0
|
|
617
|
+
GL.DeleteProgram(@@g_DockingGL3ShaderHandle)
|
|
618
|
+
@@g_DockingGL3ShaderHandle = 0
|
|
619
|
+
end
|
|
620
|
+
|
|
621
|
+
# Destroy textures retained only by the renderer backend.
|
|
622
|
+
platform_io = ImGuiPlatformIO.new(ImGui::GetPlatformIO())
|
|
623
|
+
textures = platform_io[:Textures]
|
|
624
|
+
tex_data = textures[:Data]
|
|
625
|
+
|
|
626
|
+
if !tex_data.nil? && !tex_data.null?
|
|
627
|
+
pointer_stride = FFI::Pointer.size
|
|
628
|
+
textures[:Size].times do |i|
|
|
629
|
+
tex_ptr = (tex_data + pointer_stride * i).read_pointer
|
|
630
|
+
next if tex_ptr.nil? || tex_ptr.null?
|
|
631
|
+
|
|
632
|
+
tex = ImTextureData.new(tex_ptr)
|
|
633
|
+
ImplDockingOpenGL3_DestroyTexture(tex) if tex[:RefCount] == 1
|
|
634
|
+
end
|
|
635
|
+
end
|
|
636
|
+
end
|
|
637
|
+
|
|
638
|
+
end
|