imgui-bindings 0.1.2 → 0.1.3
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- checksums.yaml +4 -4
- data/ChangeLog +324 -311
- data/LICENSE.txt +0 -0
- data/README.md +117 -115
- data/lib/imgui.aarch64.so +0 -0
- data/lib/imgui.dll +0 -0
- data/lib/imgui.dylib +0 -0
- data/lib/imgui.rb +5076 -4789
- data/lib/imgui.x86_64.so +0 -0
- data/lib/imgui_impl_glfw.rb +511 -511
- data/lib/imgui_impl_opengl2.rb +212 -212
- data/lib/imgui_impl_sdl2.rb +409 -409
- data/lib/imgui_impl_sdlrenderer.rb +200 -200
- data/lib/imgui_internal.rb +49 -49
- data/lib/imnodes.aarch64.so +0 -0
- data/lib/imnodes.dll +0 -0
- data/lib/imnodes.dylib +0 -0
- data/lib/imnodes.rb +161 -161
- data/lib/imnodes.x86_64.so +0 -0
- metadata +6 -2
data/lib/imgui_impl_opengl2.rb
CHANGED
@@ -1,212 +1,212 @@
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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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8
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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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-
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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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-
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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].pointer + 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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-
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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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204
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def self.ImplOpenGL2_CreateDeviceObjects()
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return ImplOpenGL2_CreateFontsTexture()
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end
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207
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208
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def self.ImplOpenGL2_DestroyDeviceObjects()
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ImplOpenGL2_DestroyFontsTexture()
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end
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211
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-
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212
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end
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1
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require 'ffi'
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require 'opengl'
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3
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+
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4
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require_relative 'imgui'
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5
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+
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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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10
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+
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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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14
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+
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return true
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end
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17
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+
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18
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def self.ImplOpenGL2_Shutdown()
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ImplOpenGL2_DestroyDeviceObjects()
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end
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21
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+
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22
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def self.ImplOpenGL2_NewFrame()
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23
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ImplOpenGL2_CreateDeviceObjects() if @@g_FontTexture == nil
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24
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+
end
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25
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+
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def self.ImplOpenGL2_RenderDrawData(draw_data_raw)
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27
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# Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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28
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draw_data = ImDrawData.new(draw_data_raw)
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29
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fb_width = (draw_data[:DisplaySize][:x] * draw_data[:FramebufferScale][:x]).to_i
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30
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+
fb_height = (draw_data[:DisplaySize][:y] * draw_data[:FramebufferScale][:y]).to_i
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31
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+
|
32
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+
return if fb_width == 0 || fb_height == 0
|
33
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+
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34
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# Backup GL state
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35
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+
last_texture = ' ' * 4
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36
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+
GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
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37
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+
last_polygon_mode = ' ' * 8
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38
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+
GL.GetIntegerv(GL::POLYGON_MODE, last_polygon_mode)
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39
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+
last_viewport = ' ' * 16
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40
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+
GL.GetIntegerv(GL::VIEWPORT, last_viewport)
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41
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+
last_scissor_box = ' ' * 16
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42
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+
GL.GetIntegerv(GL::SCISSOR_BOX, last_scissor_box)
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43
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+
GL.PushAttrib(GL::ENABLE_BIT | GL::COLOR_BUFFER_BIT | GL::TRANSFORM_BIT)
|
44
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+
last_shade_model = ' ' * 4
|
45
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+
GL.GetIntegerv(GL::SHADE_MODEL, last_shade_model)
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46
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+
last_tex_env_mode = ' ' * 4
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47
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+
GL.GetTexEnviv(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, last_tex_env_mode)
|
48
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+
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49
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+
# Setup desired GL state
|
50
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+
ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
|
51
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+
|
52
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+
# Will project scissor/clipping rectangles into framebuffer space
|
53
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+
clip_off = draw_data[:DisplayPos] # (0,0) unless using multi-viewports
|
54
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+
clip_scale = draw_data[:FramebufferScale] # (1,1) unless using retina display which are often (2,2)
|
55
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+
|
56
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+
# Render command lists
|
57
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+
draw_data[:CmdListsCount].times do |n|
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58
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+
cmd_list = ImDrawList.new((draw_data[:CmdLists].pointer + 8 * n).read_pointer) # 8 == const ImDrawList*
|
59
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+
vtx_buffer = ImDrawVert.new(cmd_list[:VtxBuffer][:Data]) # const ImDrawVert*
|
60
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+
idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*
|
61
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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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62
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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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63
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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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64
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+
|
65
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+
cmd_list[:CmdBuffer][:Size].times do |cmd_i|
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66
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+
pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
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67
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+
if pcmd[:UserCallback] != nil
|
68
|
+
# [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )
|
69
|
+
|
70
|
+
# User callback, registered via ImDrawList::AddCallback()
|
71
|
+
# (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
72
|
+
# if pcmd[:UserCallback] == :ImDrawCallback_ResetRenderState
|
73
|
+
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
|
74
|
+
# else
|
75
|
+
# pcmd[:UserCallback](cmd_list, pcmd)
|
76
|
+
# end
|
77
|
+
else
|
78
|
+
# Project scissor/clipping rectangles into framebuffer space
|
79
|
+
clip_rect = ImVec4.new
|
80
|
+
clip_rect[:x] = (pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x]
|
81
|
+
clip_rect[:y] = (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y]
|
82
|
+
clip_rect[:z] = (pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x]
|
83
|
+
clip_rect[:w] = (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y]
|
84
|
+
|
85
|
+
if (clip_rect[:x] < fb_width && clip_rect[:y] < fb_height && clip_rect[:z] >= 0.0 && clip_rect[:w] >= 0.0)
|
86
|
+
# Apply scissor/clipping rectangle
|
87
|
+
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)
|
88
|
+
|
89
|
+
# Bind texture, Draw
|
90
|
+
GL.BindTexture(GL::TEXTURE_2D, pcmd[:TextureId].address)
|
91
|
+
GL.DrawElements(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(idx_buffer.address))
|
92
|
+
end
|
93
|
+
|
94
|
+
end
|
95
|
+
idx_buffer += pcmd[:ElemCount] * 2 # 2 == ImDrawIdx(:ushort).size
|
96
|
+
end
|
97
|
+
end
|
98
|
+
|
99
|
+
# Restore modified GL state
|
100
|
+
GL.DisableClientState(GL::COLOR_ARRAY)
|
101
|
+
GL.DisableClientState(GL::TEXTURE_COORD_ARRAY)
|
102
|
+
GL.DisableClientState(GL::VERTEX_ARRAY)
|
103
|
+
GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
|
104
|
+
GL.MatrixMode(GL::MODELVIEW)
|
105
|
+
GL.PopMatrix()
|
106
|
+
GL.MatrixMode(GL::PROJECTION)
|
107
|
+
GL.PopMatrix()
|
108
|
+
GL.PopAttrib()
|
109
|
+
last_polygon_mode = last_polygon_mode.unpack('L2')
|
110
|
+
GL.PolygonMode(GL::FRONT, last_polygon_mode[0])
|
111
|
+
GL.PolygonMode(GL::BACK, last_polygon_mode[1])
|
112
|
+
last_viewport = last_viewport.unpack('L4')
|
113
|
+
GL.Viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3])
|
114
|
+
last_scissor_box = last_scissor_box.unpack('L4')
|
115
|
+
GL.Scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3])
|
116
|
+
GL.ShadeModel(last_shade_model.unpack1('L'))
|
117
|
+
GL.TexEnvi(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, last_tex_env_mode.unpack1('L'))
|
118
|
+
end
|
119
|
+
|
120
|
+
# private
|
121
|
+
|
122
|
+
def self.ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height)
|
123
|
+
# Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
124
|
+
GL.Enable(GL::BLEND)
|
125
|
+
GL.BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA)
|
126
|
+
# 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
|
127
|
+
GL.Disable(GL::CULL_FACE)
|
128
|
+
GL.Disable(GL::STENCIL_TEST)
|
129
|
+
GL.Disable(GL::DEPTH_TEST)
|
130
|
+
GL.Disable(GL::LIGHTING)
|
131
|
+
GL.Disable(GL::COLOR_MATERIAL)
|
132
|
+
GL.Enable(GL::SCISSOR_TEST)
|
133
|
+
GL.EnableClientState(GL::VERTEX_ARRAY)
|
134
|
+
GL.EnableClientState(GL::TEXTURE_COORD_ARRAY)
|
135
|
+
GL.EnableClientState(GL::COLOR_ARRAY)
|
136
|
+
GL.DisableClientState(GL::NORMAL_ARRAY)
|
137
|
+
GL.Enable(GL::TEXTURE_2D)
|
138
|
+
GL.PolygonMode(GL::FRONT_AND_BACK, GL::FILL)
|
139
|
+
GL.ShadeModel(GL::SMOOTH)
|
140
|
+
GL.TexEnvi(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, GL::MODULATE)
|
141
|
+
|
142
|
+
# If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
143
|
+
# you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
144
|
+
# (DO NOT MODIFY THIS FILE! Add the code in your calling function)
|
145
|
+
# GLint last_program;
|
146
|
+
# glGetIntegerv(GL::CURRENT_PROGRAM, &last_program);
|
147
|
+
# glUseProgram(0);
|
148
|
+
# ImGui_ImplOpenGL2_RenderDrawData(...);
|
149
|
+
# glUseProgram(last_program)
|
150
|
+
# There are potentially many more states you could need to clear/setup that we can't access from default headers.
|
151
|
+
# e.g. glBindBuffer(GL::ARRAY_BUFFER, 0), glDisable(GL::TEXTURE_CUBE_MAP).
|
152
|
+
|
153
|
+
# Setup viewport, orthographic projection matrix
|
154
|
+
# 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.
|
155
|
+
GL.Viewport(0, 0, fb_width, fb_height)
|
156
|
+
GL.MatrixMode(GL::PROJECTION)
|
157
|
+
GL.PushMatrix()
|
158
|
+
GL.LoadIdentity()
|
159
|
+
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)
|
160
|
+
GL.MatrixMode(GL::MODELVIEW)
|
161
|
+
GL.PushMatrix()
|
162
|
+
GL.LoadIdentity()
|
163
|
+
end
|
164
|
+
|
165
|
+
def self.ImplOpenGL2_CreateFontsTexture()
|
166
|
+
# Build texture atlas
|
167
|
+
io = ImGuiIO.new(ImGui::GetIO())
|
168
|
+
pixels = FFI::MemoryPointer.new :pointer
|
169
|
+
width = FFI::MemoryPointer.new :int
|
170
|
+
height = FFI::MemoryPointer.new :int
|
171
|
+
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.
|
172
|
+
|
173
|
+
# Upload texture to graphics system
|
174
|
+
last_texture = ' ' * 4
|
175
|
+
@@g_FontTexture = ' ' * 4
|
176
|
+
GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
|
177
|
+
GL.GenTextures(1, @@g_FontTexture)
|
178
|
+
GL.BindTexture(GL::TEXTURE_2D, @@g_FontTexture.unpack1('L'))
|
179
|
+
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR)
|
180
|
+
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR)
|
181
|
+
GL.PixelStorei(GL::UNPACK_ROW_LENGTH, 0)
|
182
|
+
# Ruby/FFI <-> Fiddle pointer exchange
|
183
|
+
pixels_ptr = Fiddle::Pointer.new(pixels.read_pointer.address)
|
184
|
+
GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, width.read_uint, height.read_uint, 0, GL::RGBA, GL::UNSIGNED_BYTE, pixels_ptr)
|
185
|
+
|
186
|
+
# Store our identifier
|
187
|
+
io[:Fonts][:TexID] = @@g_FontTexture.unpack1('L')
|
188
|
+
|
189
|
+
# Restore state
|
190
|
+
GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
|
191
|
+
|
192
|
+
return true
|
193
|
+
end
|
194
|
+
|
195
|
+
def self.ImplOpenGL2_DestroyFontsTexture()
|
196
|
+
if @@g_FontTexture != 0
|
197
|
+
GL.DeleteTextures(1, @@g_FontTexture)
|
198
|
+
io = ImGuiIO.new(ImGui::GetIO())
|
199
|
+
io[:Fonts][:TexID] = 0
|
200
|
+
@@g_FontTexture = 0
|
201
|
+
end
|
202
|
+
end
|
203
|
+
|
204
|
+
def self.ImplOpenGL2_CreateDeviceObjects()
|
205
|
+
return ImplOpenGL2_CreateFontsTexture()
|
206
|
+
end
|
207
|
+
|
208
|
+
def self.ImplOpenGL2_DestroyDeviceObjects()
|
209
|
+
ImplOpenGL2_DestroyFontsTexture()
|
210
|
+
end
|
211
|
+
|
212
|
+
end
|