Nuklear/demo/glfw_opengl3/nuklear_glfw_gl3.h
vurtun 1b9779ce51 Nuklear now allows custom vertex layouts
I removed the default vertex type and instead create an API to allow the
user to specify the vertex struct layout. Of course you are still
bound on what the library actual has on vertex data but the type and
sequence of the data is now configurable. This commit is quite
experiental and could introduce some bugs, but so far it look fine.
2016-09-02 15:33:49 +02:00

457 lines
16 KiB
C

/*
* Nuklear - v1.00 - public domain
* no warrenty implied; use at your own risk.
* authored from 2015-2016 by Micha Mettke
*/
/*
* ==============================================================
*
* API
*
* ===============================================================
*/
#ifndef NK_GLFW_GL3_H_
#define NK_GLFW_GL3_H_
#include <GLFW/glfw3.h>
enum nk_glfw_init_state{
NK_GLFW3_DEFAULT=0,
NK_GLFW3_INSTALL_CALLBACKS
};
NK_API struct nk_context* nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state);
NK_API void nk_glfw3_shutdown(void);
NK_API void nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas);
NK_API void nk_glfw3_font_stash_end(void);
NK_API void nk_glfw3_new_frame(void);
NK_API void nk_glfw3_render(enum nk_anti_aliasing, int max_vertex_buffer, int max_element_buffer);
NK_API void nk_glfw3_device_destroy(void);
NK_API void nk_glfw3_device_create(void);
NK_API void nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint);
NK_API void nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff);
#endif
/*
* ==============================================================
*
* IMPLEMENTATION
*
* ===============================================================
*/
#ifdef NK_GLFW_GL3_IMPLEMENTATION
#ifndef NK_GLFW_TEXT_MAX
#define NK_GLFW_TEXT_MAX 256
#endif
struct nk_glfw_device {
struct nk_buffer cmds;
struct nk_draw_null_texture null;
GLuint vbo, vao, ebo;
GLuint prog;
GLuint vert_shdr;
GLuint frag_shdr;
GLint attrib_pos;
GLint attrib_uv;
GLint attrib_col;
GLint uniform_tex;
GLint uniform_proj;
GLuint font_tex;
};
struct nk_glfw_vertex {
float position[2];
float uv[2];
nk_byte col[4];
};
static struct nk_glfw {
GLFWwindow *win;
int width, height;
int display_width, display_height;
struct nk_glfw_device ogl;
struct nk_context ctx;
struct nk_font_atlas atlas;
struct nk_vec2 fb_scale;
unsigned int text[NK_GLFW_TEXT_MAX];
int text_len;
float scroll;
} glfw;
#ifdef __APPLE__
#define NK_SHADER_VERSION "#version 150\n"
#else
#define NK_SHADER_VERSION "#version 300 es\n"
#endif
NK_API void
nk_glfw3_device_create(void)
{
GLint status;
static const GLchar *vertex_shader =
NK_SHADER_VERSION
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 TexCoord;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main() {\n"
" Frag_UV = TexCoord;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
"}\n";
static const GLchar *fragment_shader =
NK_SHADER_VERSION
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main(){\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
struct nk_glfw_device *dev = &glfw.ogl;
nk_buffer_init_default(&dev->cmds);
dev->prog = glCreateProgram();
dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
glCompileShader(dev->vert_shdr);
glCompileShader(dev->frag_shdr);
glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glAttachShader(dev->prog, dev->vert_shdr);
glAttachShader(dev->prog, dev->frag_shdr);
glLinkProgram(dev->prog);
glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
assert(status == GL_TRUE);
dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
{
/* buffer setup */
GLsizei vs = sizeof(struct nk_glfw_vertex);
size_t vp = offsetof(struct nk_glfw_vertex, position);
size_t vt = offsetof(struct nk_glfw_vertex, uv);
size_t vc = offsetof(struct nk_glfw_vertex, col);
glGenBuffers(1, &dev->vbo);
glGenBuffers(1, &dev->ebo);
glGenVertexArrays(1, &dev->vao);
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glEnableVertexAttribArray((GLuint)dev->attrib_pos);
glEnableVertexAttribArray((GLuint)dev->attrib_uv);
glEnableVertexAttribArray((GLuint)dev->attrib_col);
glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
NK_INTERN void
nk_glfw3_device_upload_atlas(const void *image, int width, int height)
{
struct nk_glfw_device *dev = &glfw.ogl;
glGenTextures(1, &dev->font_tex);
glBindTexture(GL_TEXTURE_2D, dev->font_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image);
}
NK_API void
nk_glfw3_device_destroy(void)
{
struct nk_glfw_device *dev = &glfw.ogl;
glDetachShader(dev->prog, dev->vert_shdr);
glDetachShader(dev->prog, dev->frag_shdr);
glDeleteShader(dev->vert_shdr);
glDeleteShader(dev->frag_shdr);
glDeleteProgram(dev->prog);
glDeleteTextures(1, &dev->font_tex);
glDeleteBuffers(1, &dev->vbo);
glDeleteBuffers(1, &dev->ebo);
nk_buffer_free(&dev->cmds);
}
NK_API void
nk_glfw3_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
{
struct nk_glfw_device *dev = &glfw.ogl;
GLfloat ortho[4][4] = {
{2.0f, 0.0f, 0.0f, 0.0f},
{0.0f,-2.0f, 0.0f, 0.0f},
{0.0f, 0.0f,-1.0f, 0.0f},
{-1.0f,1.0f, 0.0f, 1.0f},
};
ortho[0][0] /= (GLfloat)glfw.width;
ortho[1][1] /= (GLfloat)glfw.height;
/* setup global state */
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
/* setup program */
glUseProgram(dev->prog);
glUniform1i(dev->uniform_tex, 0);
glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
glViewport(0,0,(GLsizei)glfw.display_width,(GLsizei)glfw.display_height);
{
/* convert from command queue into draw list and draw to screen */
const struct nk_draw_command *cmd;
void *vertices, *elements;
const nk_draw_index *offset = NULL;
/* allocate vertex and element buffer */
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
/* load draw vertices & elements directly into vertex + element buffer */
vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
{
/* fill convert configuration */
struct nk_convert_config config;
static const struct nk_draw_vertex_layout_element vertex_layout[] = {
{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)},
{NK_VERTEX_LAYOUT_END}
};
NK_MEMSET(&config, 0, sizeof(config));
config.vertex_layout = vertex_layout;
config.vertex_size = sizeof(struct nk_glfw_vertex);
config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex);
config.null = dev->null;
config.circle_segment_count = 22;
config.curve_segment_count = 22;
config.arc_segment_count = 22;
config.global_alpha = 1.0f;
config.shape_AA = AA;
config.line_AA = AA;
/* setup buffers to load vertices and elements */
{struct nk_buffer vbuf, ebuf;
nk_buffer_init_fixed(&vbuf, vertices, (size_t)max_vertex_buffer);
nk_buffer_init_fixed(&ebuf, elements, (size_t)max_element_buffer);
nk_convert(&glfw.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
/* iterate over and execute each draw command */
nk_draw_foreach(cmd, &glfw.ctx, &dev->cmds)
{
if (!cmd->elem_count) continue;
glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
glScissor(
(GLint)(cmd->clip_rect.x * glfw.fb_scale.x),
(GLint)((glfw.height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw.fb_scale.y),
(GLint)(cmd->clip_rect.w * glfw.fb_scale.x),
(GLint)(cmd->clip_rect.h * glfw.fb_scale.y));
glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
offset += cmd->elem_count;
}
nk_clear(&glfw.ctx);
}
/* default OpenGL state */
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
}
NK_API void
nk_glfw3_char_callback(GLFWwindow *win, unsigned int codepoint)
{
(void)win;
if (glfw.text_len < NK_GLFW_TEXT_MAX)
glfw.text[glfw.text_len++] = codepoint;
}
NK_API void
nk_gflw3_scroll_callback(GLFWwindow *win, double xoff, double yoff)
{
(void)win; (void)xoff;
glfw.scroll += (float)yoff;
}
NK_INTERN void
nk_glfw3_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
{
const char *text = glfwGetClipboardString(glfw.win);
if (text) nk_textedit_paste(edit, text, nk_strlen(text));
(void)usr;
}
NK_INTERN void
nk_glfw3_clipbard_copy(nk_handle usr, const char *text, int len)
{
char *str = 0;
(void)usr;
if (!len) return;
str = (char*)malloc((size_t)len+1);
if (!str) return;
memcpy(str, text, (size_t)len);
str[len] = '\0';
glfwSetClipboardString(glfw.win, str);
free(str);
}
NK_API struct nk_context*
nk_glfw3_init(GLFWwindow *win, enum nk_glfw_init_state init_state)
{
glfw.win = win;
if (init_state == NK_GLFW3_INSTALL_CALLBACKS) {
glfwSetScrollCallback(win, nk_gflw3_scroll_callback);
glfwSetCharCallback(win, nk_glfw3_char_callback);
}
nk_init_default(&glfw.ctx, 0);
glfw.ctx.clip.copy = nk_glfw3_clipbard_copy;
glfw.ctx.clip.paste = nk_glfw3_clipbard_paste;
glfw.ctx.clip.userdata = nk_handle_ptr(0);
nk_glfw3_device_create();
return &glfw.ctx;
}
NK_API void
nk_glfw3_font_stash_begin(struct nk_font_atlas **atlas)
{
nk_font_atlas_init_default(&glfw.atlas);
nk_font_atlas_begin(&glfw.atlas);
*atlas = &glfw.atlas;
}
NK_API void
nk_glfw3_font_stash_end(void)
{
const void *image; int w, h;
image = nk_font_atlas_bake(&glfw.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
nk_glfw3_device_upload_atlas(image, w, h);
nk_font_atlas_end(&glfw.atlas, nk_handle_id((int)glfw.ogl.font_tex), &glfw.ogl.null);
if (glfw.atlas.default_font)
nk_style_set_font(&glfw.ctx, &glfw.atlas.default_font->handle);
}
NK_API void
nk_glfw3_new_frame(void)
{
int i;
double x, y;
struct nk_context *ctx = &glfw.ctx;
struct GLFWwindow *win = glfw.win;
glfwGetWindowSize(win, &glfw.width, &glfw.height);
glfwGetFramebufferSize(win, &glfw.display_width, &glfw.display_height);
glfw.fb_scale.x = (float)glfw.display_width/(float)glfw.width;
glfw.fb_scale.y = (float)glfw.display_height/(float)glfw.height;
nk_input_begin(ctx);
for (i = 0; i < glfw.text_len; ++i)
nk_input_unicode(ctx, glfw.text[i]);
/* optional grabbing behavior */
if (ctx->input.mouse.grab)
glfwSetInputMode(glfw.win, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
else if (ctx->input.mouse.ungrab)
glfwSetInputMode(glfw.win, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
nk_input_key(ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_START, glfwGetKey(win, GLFW_KEY_HOME) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_END, glfwGetKey(win, GLFW_KEY_END) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_DOWN, glfwGetKey(win, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SCROLL_UP, glfwGetKey(win, GLFW_KEY_PAGE_UP) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_SHIFT, glfwGetKey(win, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS||
glfwGetKey(win, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS);
if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) {
nk_input_key(ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_P) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_UNDO, glfwGetKey(win, GLFW_KEY_Z) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_REDO, glfwGetKey(win, GLFW_KEY_R) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_LINE_START, glfwGetKey(win, GLFW_KEY_B) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_TEXT_LINE_END, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
} else {
nk_input_key(ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
nk_input_key(ctx, NK_KEY_COPY, 0);
nk_input_key(ctx, NK_KEY_PASTE, 0);
nk_input_key(ctx, NK_KEY_CUT, 0);
nk_input_key(ctx, NK_KEY_SHIFT, 0);
}
glfwGetCursorPos(win, &x, &y);
nk_input_motion(ctx, (int)x, (int)y);
if (ctx->input.mouse.grabbed) {
glfwSetCursorPos(glfw.win, ctx->input.mouse.prev.x, ctx->input.mouse.prev.y);
ctx->input.mouse.pos.x = ctx->input.mouse.prev.x;
ctx->input.mouse.pos.y = ctx->input.mouse.prev.y;
}
nk_input_button(ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
nk_input_button(ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
nk_input_button(ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
nk_input_scroll(ctx, glfw.scroll);
nk_input_end(&glfw.ctx);
glfw.text_len = 0;
glfw.scroll = 0;
}
NK_API
void nk_glfw3_shutdown(void)
{
nk_font_atlas_clear(&glfw.atlas);
nk_free(&glfw.ctx);
nk_glfw3_device_destroy();
memset(&glfw, 0, sizeof(glfw));
}
#endif