26fc35ac94
We just need the basic features for getting a texture on screen, so GLSL version 1.5 is enough.
381 lines
13 KiB
C
381 lines
13 KiB
C
#include <string.h>
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#define NK_IMPLEMENTATION
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#include "nuklear_glfw.h"
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#include "../../nuklear.h"
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#define NK_GLFW_TEXT_MAX 256
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struct nk_glfw_device {
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struct nk_buffer cmds;
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struct nk_draw_null_texture null;
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GLuint vbo, vao, ebo;
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GLuint prog;
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GLuint vert_shdr;
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GLuint frag_shdr;
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GLint attrib_pos;
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GLint attrib_uv;
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GLint attrib_col;
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GLint uniform_tex;
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GLint uniform_proj;
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GLuint font_tex;
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};
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static struct nk_glfw {
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GLFWwindow *win;
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struct nk_glfw_device ogl;
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struct nk_context ctx;
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struct nk_font_atlas atlas;
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unsigned int text[NK_GLFW_TEXT_MAX];
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int text_len;
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float scroll;
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} glfw;
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#ifdef __APPLE__
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#define NK_SHADER_VERSION "#version 150\n"
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#else
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#define NK_SHADER_VERSION "#version 300 es\n"
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#endif
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NK_API void
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nk_glfw3_device_create(void)
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{
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GLint status;
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static const GLchar *vertex_shader =
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NK_SHADER_VERSION
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 TexCoord;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main() {\n"
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" Frag_UV = TexCoord;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
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"}\n";
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static const GLchar *fragment_shader =
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NK_SHADER_VERSION
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main(){\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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struct nk_glfw_device *dev = &glfw.ogl;
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nk_buffer_init_default(&dev->cmds);
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dev->prog = glCreateProgram();
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dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
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dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
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glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
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glCompileShader(dev->vert_shdr);
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glCompileShader(dev->frag_shdr);
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glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
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assert(status == GL_TRUE);
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glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
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assert(status == GL_TRUE);
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glAttachShader(dev->prog, dev->vert_shdr);
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glAttachShader(dev->prog, dev->frag_shdr);
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glLinkProgram(dev->prog);
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glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
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assert(status == GL_TRUE);
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dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
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dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
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dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
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dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
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dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
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{
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/* buffer setup */
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GLsizei vs = sizeof(struct nk_draw_vertex);
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size_t vp = offsetof(struct nk_draw_vertex, position);
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size_t vt = offsetof(struct nk_draw_vertex, uv);
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size_t vc = offsetof(struct nk_draw_vertex, col);
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glGenBuffers(1, &dev->vbo);
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glGenBuffers(1, &dev->ebo);
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glGenVertexArrays(1, &dev->vao);
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glEnableVertexAttribArray((GLuint)dev->attrib_pos);
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glEnableVertexAttribArray((GLuint)dev->attrib_uv);
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glEnableVertexAttribArray((GLuint)dev->attrib_col);
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glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
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glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
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glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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NK_INTERN void
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nk_glfw3_device_upload_atlas(const void *image, int width, int height)
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{
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struct nk_glfw_device *dev = &glfw.ogl;
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glGenTextures(1, &dev->font_tex);
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glBindTexture(GL_TEXTURE_2D, dev->font_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image);
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}
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NK_API void
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nk_glfw3_device_destroy(void)
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{
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struct nk_glfw_device *dev = &glfw.ogl;
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glDetachShader(dev->prog, dev->vert_shdr);
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glDetachShader(dev->prog, dev->frag_shdr);
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glDeleteShader(dev->vert_shdr);
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glDeleteShader(dev->frag_shdr);
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glDeleteProgram(dev->prog);
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glDeleteTextures(1, &dev->font_tex);
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glDeleteBuffers(1, &dev->vbo);
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glDeleteBuffers(1, &dev->ebo);
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nk_buffer_free(&dev->cmds);
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}
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NK_API void
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nk_glfw3_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
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{
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struct nk_glfw_device *dev = &glfw.ogl;
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int width, height;
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GLint last_prog, last_tex;
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GLint last_ebo, last_vbo, last_vao;
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GLfloat ortho[4][4] = {
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{2.0f, 0.0f, 0.0f, 0.0f},
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{0.0f,-2.0f, 0.0f, 0.0f},
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{0.0f, 0.0f,-1.0f, 0.0f},
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{-1.0f,1.0f, 0.0f, 1.0f},
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};
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glfwGetWindowSize(glfw.win, &width, &height);
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ortho[0][0] /= (GLfloat)width;
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ortho[1][1] /= (GLfloat)height;
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/* save previous opengl state */
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glGetIntegerv(GL_CURRENT_PROGRAM, &last_prog);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_tex);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_vao);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_ebo);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vbo);
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/* setup global state */
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glActiveTexture(GL_TEXTURE0);
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/* setup program */
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glUseProgram(dev->prog);
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glUniform1i(dev->uniform_tex, 0);
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glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
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{
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/* convert from command queue into draw list and draw to screen */
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const struct nk_draw_command *cmd;
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void *vertices, *elements;
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const nk_draw_index *offset = NULL;
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/* allocate vertex and element buffer */
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
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/* load draw vertices & elements directly into vertex + element buffer */
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vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
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{
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/* fill converting configuration */
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struct nk_convert_config config;
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memset(&config, 0, sizeof(config));
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config.global_alpha = 1.0f;
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config.shape_AA = AA;
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config.line_AA = AA;
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config.circle_segment_count = 22;
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config.curve_segment_count = 22;
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config.arc_segment_count = 22;
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config.null = dev->null;
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/* setup buffers to load vertices and elements */
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{struct nk_buffer vbuf, ebuf;
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nk_buffer_init_fixed(&vbuf, vertices, (size_t)max_vertex_buffer);
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nk_buffer_init_fixed(&ebuf, elements, (size_t)max_element_buffer);
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nk_convert(&glfw.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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/* iterate over and execute each draw command */
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nk_draw_foreach(cmd, &glfw.ctx, &dev->cmds) {
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if (!cmd->elem_count) continue;
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor((GLint)cmd->clip_rect.x,
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height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h),
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(GLint)cmd->clip_rect.w, (GLint)cmd->clip_rect.h);
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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offset += cmd->elem_count;
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}
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nk_clear(&glfw.ctx);
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}
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/* restore old state */
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glUseProgram((GLuint)last_prog);
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_tex);
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glBindBuffer(GL_ARRAY_BUFFER, (GLuint)last_vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)last_ebo);
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glBindVertexArray((GLuint)last_vao);
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glDisable(GL_SCISSOR_TEST);
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}
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NK_API void
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nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint)
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{
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(void)win;
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if (glfw.text_len < NK_GLFW_TEXT_MAX)
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glfw.text[glfw.text_len++] = codepoint;
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}
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NK_API void
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nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff)
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{
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(void)win; (void)xoff;
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glfw.scroll += (float)yoff;
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}
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static void
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nk_glfw3_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
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{
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const char *text = glfwGetClipboardString(glfw.win);
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if (text) nk_textedit_paste(edit, text, nk_strlen(text));
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(void)usr;
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}
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static void
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nk_glfw3_clipbard_copy(nk_handle usr, const char *text, int len)
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{
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char *str = 0;
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(void)usr;
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if (!len) return;
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str = malloc((size_t)len+1);
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if (!str) return;
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memcpy(str, text, (size_t)len);
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str[len] = '\0';
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glfwSetClipboardString(glfw.win, str);
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free(str);
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}
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NK_API struct nk_context*
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nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state init_state)
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{
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glfw.win = win;
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if (init_state == NK_GLFW3_INSTALL_CALLBACKS) {
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glfwSetScrollCallback(win, nk_gflw3_scroll_callback);
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glfwSetCharCallback(win, nk_glfw3_char_callback);
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}
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nk_init_default(&glfw.ctx, 0);
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glfw.ctx.clip.copy = nk_glfw3_clipbard_copy;
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glfw.ctx.clip.paste = nk_glfw3_clipbard_paste;
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glfw.ctx.clip.userdata = nk_handle_ptr(0);
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nk_glfw3_device_create();
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return &glfw.ctx;
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}
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NK_API void
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nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas)
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{
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nk_font_atlas_init_default(&glfw.atlas);
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nk_font_atlas_begin(&glfw.atlas);
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*atlas = &glfw.atlas;
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}
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NK_API void
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nk_glfw3_font_stash_end(void)
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{
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const void *image; int w, h;
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image = nk_font_atlas_bake(&glfw.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
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nk_glfw3_device_upload_atlas(image, w, h);
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nk_font_atlas_end(&glfw.atlas, nk_handle_id((int)glfw.ogl.font_tex), &glfw.ogl.null);
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if (glfw.atlas.default_font)
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nk_style_set_font(&glfw.ctx, &glfw.atlas.default_font->handle);
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}
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NK_API void
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nk_glfw3_new_frame(void)
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{
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int i;
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double x, y;
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struct nk_context *ctx = &glfw.ctx;
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struct GLFWwindow *win = glfw.win;
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nk_input_begin(ctx);
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for (i = 0; i < glfw.text_len; ++i)
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nk_input_unicode(ctx, glfw.text[i]);
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nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TEXT_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TEXT_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_SHIFT, glfwGetKey(win, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS||
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glfwGetKey(win, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS);
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if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
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glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL)) {
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nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_P) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TEXT_UNDO, glfwGetKey(win, GLFW_KEY_Z) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TEXT_REDO, glfwGetKey(win, GLFW_KEY_R) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TEXT_LINE_START, glfwGetKey(win, GLFW_KEY_B) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_TEXT_LINE_END, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
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} else {
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nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
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nk_input_key(ctx, NK_KEY_COPY, 0);
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nk_input_key(ctx, NK_KEY_PASTE, 0);
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nk_input_key(ctx, NK_KEY_CUT, 0);
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nk_input_key(ctx, NK_KEY_SHIFT, 0);
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}
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glfwGetCursorPos(win, &x, &y);
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nk_input_motion(ctx, (int)x, (int)y);
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nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
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nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
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nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
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nk_input_scroll(ctx, glfw.scroll);
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nk_input_end(&glfw.ctx);
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glfw.text_len = 0;
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glfw.scroll = 0;
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}
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NK_API
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void nk_glfw3_shutdown(void)
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{
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nk_font_atlas_clear(&glfw.atlas);
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nk_free(&glfw.ctx);
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nk_glfw3_device_destroy();
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}
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