b3b400895d
RE: #627
467 lines
17 KiB
C
467 lines
17 KiB
C
/*
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* Nuklear - 1.32.0 - public domain
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* no warrenty implied; use at your own risk.
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* authored from 2015-2016 by Micha Mettke
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*/
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/*
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* ==============================================================
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*
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* API
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*
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* ===============================================================
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*/
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#ifndef NK_SDL_GL3_H_
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#define NK_SDL_GL3_H_
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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NK_API struct nk_context* nk_sdl_init(SDL_Window *win);
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NK_API void nk_sdl_font_stash_begin(struct nk_font_atlas **atlas);
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NK_API void nk_sdl_font_stash_end(void);
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NK_API int nk_sdl_handle_event(SDL_Event *evt);
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NK_API void nk_sdl_render(enum nk_anti_aliasing , int max_vertex_buffer, int max_element_buffer);
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NK_API void nk_sdl_shutdown(void);
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NK_API void nk_sdl_device_destroy(void);
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NK_API void nk_sdl_device_create(void);
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NK_API void nk_sdl_handle_grab(void);
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#endif
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/*
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* ==============================================================
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*
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* IMPLEMENTATION
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*
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* ===============================================================
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*/
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#ifdef NK_SDL_GL3_IMPLEMENTATION
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#include <stdlib.h>
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#include <assert.h>
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#include <string.h>
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struct nk_sdl_device {
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struct nk_buffer cmds;
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struct nk_draw_null_texture tex_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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struct nk_sdl_vertex {
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float position[2];
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float uv[2];
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nk_byte col[4];
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};
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static struct nk_sdl {
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SDL_Window *win;
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struct nk_sdl_device ogl;
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struct nk_context ctx;
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struct nk_font_atlas atlas;
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float time_of_last_frame;
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} sdl;
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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_sdl_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_sdl_device *dev = &sdl.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_sdl_vertex);
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size_t vp = offsetof(struct nk_sdl_vertex, position);
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size_t vt = offsetof(struct nk_sdl_vertex, uv);
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size_t vc = offsetof(struct nk_sdl_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_sdl_device_upload_atlas(const void *image, int width, int height)
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{
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struct nk_sdl_device *dev = &sdl.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_sdl_device_destroy(void)
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{
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struct nk_sdl_device *dev = &sdl.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_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
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{
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struct nk_sdl_device *dev = &sdl.ogl;
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int width, height;
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int display_width, display_height;
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struct nk_vec2 scale;
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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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float now = ((float)SDL_GetTicks64()) / 1000;
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sdl.ctx.delta_time_seconds = now - sdl.time_of_last_frame;
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sdl.time_of_last_frame = now;
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SDL_GetWindowSize(sdl.win, &width, &height);
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SDL_GL_GetDrawableSize(sdl.win, &display_width, &display_height);
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ortho[0][0] /= (GLfloat)width;
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ortho[1][1] /= (GLfloat)height;
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scale.x = (float)display_width/(float)width;
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scale.y = (float)display_height/(float)height;
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/* setup global state */
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glViewport(0,0,display_width,display_height);
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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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struct nk_buffer vbuf, ebuf;
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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 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 convert configuration */
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struct nk_convert_config config;
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static const struct nk_draw_vertex_layout_element vertex_layout[] = {
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{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, position)},
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{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, uv)},
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{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sdl_vertex, col)},
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{NK_VERTEX_LAYOUT_END}
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};
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memset(&config, 0, sizeof(config));
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config.vertex_layout = vertex_layout;
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config.vertex_size = sizeof(struct nk_sdl_vertex);
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config.vertex_alignment = NK_ALIGNOF(struct nk_sdl_vertex);
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config.tex_null = dev->tex_null;
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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.global_alpha = 1.0f;
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config.shape_AA = AA;
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config.line_AA = AA;
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/* setup buffers to load vertices and elements */
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nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer);
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nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
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nk_convert(&sdl.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, &sdl.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 * scale.x),
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(GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
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(GLint)(cmd->clip_rect.w * scale.x),
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(GLint)(cmd->clip_rect.h * scale.y));
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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(&sdl.ctx);
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nk_buffer_clear(&dev->cmds);
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}
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glUseProgram(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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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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}
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static void
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nk_sdl_clipboard_paste(nk_handle usr, struct nk_text_edit *edit)
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{
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const char *text = SDL_GetClipboardText();
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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_sdl_clipboard_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 = (char*)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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SDL_SetClipboardText(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_sdl_init(SDL_Window *win)
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{
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sdl.win = win;
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nk_init_default(&sdl.ctx, 0);
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sdl.ctx.clip.copy = nk_sdl_clipboard_copy;
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sdl.ctx.clip.paste = nk_sdl_clipboard_paste;
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sdl.ctx.clip.userdata = nk_handle_ptr(0);
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nk_sdl_device_create();
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return &sdl.ctx;
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}
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NK_API void
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nk_sdl_font_stash_begin(struct nk_font_atlas **atlas)
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{
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nk_font_atlas_init_default(&sdl.atlas);
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nk_font_atlas_begin(&sdl.atlas);
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*atlas = &sdl.atlas;
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}
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NK_API void
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nk_sdl_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(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
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nk_sdl_device_upload_atlas(image, w, h);
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nk_font_atlas_end(&sdl.atlas, nk_handle_id((int)sdl.ogl.font_tex), &sdl.ogl.tex_null);
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if (sdl.atlas.default_font)
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nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle);
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}
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NK_API void
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nk_sdl_handle_grab(void)
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{
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struct nk_context *ctx = &sdl.ctx;
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if (ctx->input.mouse.grab) {
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SDL_SetRelativeMouseMode(SDL_TRUE);
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} else if (ctx->input.mouse.ungrab) {
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/* better support for older SDL by setting mode first; causes an extra mouse motion event */
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_WarpMouseInWindow(sdl.win, (int)ctx->input.mouse.prev.x, (int)ctx->input.mouse.prev.y);
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} else if (ctx->input.mouse.grabbed) {
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ctx->input.mouse.pos.x = ctx->input.mouse.prev.x;
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ctx->input.mouse.pos.y = ctx->input.mouse.prev.y;
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}
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}
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NK_API int
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nk_sdl_handle_event(SDL_Event *evt)
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{
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struct nk_context *ctx = &sdl.ctx;
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switch(evt->type)
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{
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case SDL_KEYUP: /* KEYUP & KEYDOWN share same routine */
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case SDL_KEYDOWN:
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{
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int down = evt->type == SDL_KEYDOWN;
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const Uint8* state = SDL_GetKeyboardState(0);
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switch(evt->key.keysym.sym)
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{
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case SDLK_RSHIFT: /* RSHIFT & LSHIFT share same routine */
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case SDLK_LSHIFT: nk_input_key(ctx, NK_KEY_SHIFT, down); break;
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case SDLK_DELETE: nk_input_key(ctx, NK_KEY_DEL, down); break;
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case SDLK_RETURN: nk_input_key(ctx, NK_KEY_ENTER, down); break;
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case SDLK_TAB: nk_input_key(ctx, NK_KEY_TAB, down); break;
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case SDLK_BACKSPACE: nk_input_key(ctx, NK_KEY_BACKSPACE, down); break;
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case SDLK_HOME: nk_input_key(ctx, NK_KEY_TEXT_START, down);
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nk_input_key(ctx, NK_KEY_SCROLL_START, down); break;
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case SDLK_END: nk_input_key(ctx, NK_KEY_TEXT_END, down);
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nk_input_key(ctx, NK_KEY_SCROLL_END, down); break;
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case SDLK_PAGEDOWN: nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down); break;
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case SDLK_PAGEUP: nk_input_key(ctx, NK_KEY_SCROLL_UP, down); break;
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case SDLK_z: nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]); break;
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case SDLK_r: nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]); break;
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case SDLK_c: nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]); break;
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case SDLK_v: nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]); break;
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case SDLK_x: nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]); break;
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case SDLK_b: nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]); break;
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case SDLK_e: nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]); break;
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case SDLK_UP: nk_input_key(ctx, NK_KEY_UP, down); break;
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case SDLK_DOWN: nk_input_key(ctx, NK_KEY_DOWN, down); break;
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case SDLK_LEFT:
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if (state[SDL_SCANCODE_LCTRL])
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nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
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else nk_input_key(ctx, NK_KEY_LEFT, down);
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break;
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case SDLK_RIGHT:
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if (state[SDL_SCANCODE_LCTRL])
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nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
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else nk_input_key(ctx, NK_KEY_RIGHT, down);
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break;
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}
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}
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return 1;
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case SDL_MOUSEBUTTONUP: /* MOUSEBUTTONUP & MOUSEBUTTONDOWN share same routine */
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case SDL_MOUSEBUTTONDOWN:
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{
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int down = evt->type == SDL_MOUSEBUTTONDOWN;
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const int x = evt->button.x, y = evt->button.y;
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switch(evt->button.button)
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{
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case SDL_BUTTON_LEFT:
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if (evt->button.clicks > 1)
|
|
nk_input_button(ctx, NK_BUTTON_DOUBLE, x, y, down);
|
|
nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down); break;
|
|
case SDL_BUTTON_MIDDLE: nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down); break;
|
|
case SDL_BUTTON_RIGHT: nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down); break;
|
|
}
|
|
}
|
|
return 1;
|
|
|
|
case SDL_MOUSEMOTION:
|
|
if (ctx->input.mouse.grabbed) {
|
|
int x = (int)ctx->input.mouse.prev.x, y = (int)ctx->input.mouse.prev.y;
|
|
nk_input_motion(ctx, x + evt->motion.xrel, y + evt->motion.yrel);
|
|
}
|
|
else nk_input_motion(ctx, evt->motion.x, evt->motion.y);
|
|
return 1;
|
|
|
|
case SDL_TEXTINPUT:
|
|
{
|
|
nk_glyph glyph;
|
|
memcpy(glyph, evt->text.text, NK_UTF_SIZE);
|
|
nk_input_glyph(ctx, glyph);
|
|
}
|
|
return 1;
|
|
|
|
case SDL_MOUSEWHEEL:
|
|
nk_input_scroll(ctx,nk_vec2((float)evt->wheel.x,(float)evt->wheel.y));
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
NK_API
|
|
void nk_sdl_shutdown(void)
|
|
{
|
|
nk_font_atlas_clear(&sdl.atlas);
|
|
nk_free(&sdl.ctx);
|
|
nk_sdl_device_destroy();
|
|
memset(&sdl, 0, sizeof(sdl));
|
|
}
|
|
|
|
#endif
|