Nuklear/demo/sfml_opengl3/nuklear_sfml_gl3.h
2024-08-29 03:14:25 +00:00

483 lines
17 KiB
C

/*
* Nuklear - 1.32.0 - public domain
* no warrenty implied; use at your own risk.
* authored from 2015-2016 by Micha Mettke
*/
/*
* ==============================================================
*
* API
*
* ===============================================================
*/
#ifndef NK_SFML_GL3_H_
#define NK_SFML_GL3_H_
/* Feel free to edit here and include your own extension wrangler */
#include <glad/glad.h>
/* I use GLAD but you can use GLEW or what you like */
#include <SFML/Window.hpp>
NK_API struct nk_context* nk_sfml_init(sf::Window* window);
NK_API void nk_sfml_font_stash_begin(struct nk_font_atlas** atlas);
NK_API void nk_sfml_font_stash_end(void);
NK_API int nk_sfml_handle_event(sf::Event* event);
NK_API void nk_sfml_render(enum nk_anti_aliasing, int max_vertex_buffer, int max_element_buffer);
NK_API void nk_sfml_shutdown(void);
NK_API void nk_sfml_device_create(void);
NK_API void nk_sfml_device_destroy(void);
#endif
/*
* ==============================================================
*
* IMPLEMENTATION
*
* ===============================================================
*/
#ifdef NK_SFML_GL3_IMPLEMENTATION
#include <cstring>
#include <assert.h>
#include <string>
struct nk_sfml_device {
struct nk_buffer cmds;
struct nk_draw_null_texture tex_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_sfml_vertex {
float position[2];
float uv[2];
nk_byte col[4];
};
static struct nk_sfml {
sf::Window* window;
struct nk_sfml_device ogl;
struct nk_context ctx;
struct nk_font_atlas atlas;
sf::Clock* frame_delta_clock;
} sfml;
#ifdef __APPLE__
#define NK_SHADER_VERSION "#version 150\n"
#else
#define NK_SHADER_VERSION "#version 300 es\n"
#endif
NK_API void
nk_sfml_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_sfml_device* dev = &sfml.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_sfml_vertex);
size_t vp = NK_OFFSETOF(struct nk_sfml_vertex, position);
size_t vt = NK_OFFSETOF(struct nk_sfml_vertex, uv);
size_t vc = NK_OFFSETOF(struct nk_sfml_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_API void
nk_sfml_device_destroy(void)
{
struct nk_sfml_device* dev = &sfml.ogl;
glDetachShader(dev->prog, dev->vert_shdr);
glDetachShader(dev->prog, dev->frag_shdr);
glDeleteShader(dev->vert_shdr);
glDeleteShader(dev->vert_shdr);
glDeleteProgram(dev->prog);
glDeleteTextures(1, &dev->font_tex);
glDeleteBuffers(1, &dev->vbo);
glDeleteBuffers(1, &dev->ebo);
nk_buffer_free(&dev->cmds);
}
NK_INTERN void
nk_sfml_device_upload_atlas(const void* image, int width, int height)
{
struct nk_sfml_device* dev = &sfml.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_sfml_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
{
/* setup global state */
struct nk_sfml_device* dev = &sfml.ogl;
int window_width = sfml.window->getSize().x;
int window_height = sfml.window->getSize().y;
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 },
};
sfml.ctx.delta_time_seconds = (float)((double)sfml.frame_delta_clock->getElapsedTime().asMicroseconds() / 1000000);
sfml.frame_delta_clock->restart();
ortho[0][0] /= (GLfloat)window_width;
ortho[1][1] /= (GLfloat)window_height;
glViewport(0, 0, window_width, window_height);
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]);
{
/* 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 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_sfml_vertex, position)},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sfml_vertex, uv)},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sfml_vertex, col)},
{NK_VERTEX_LAYOUT_END}
};
memset(&config, 0, sizeof(config));
config.vertex_layout = vertex_layout;
config.vertex_size = sizeof(struct nk_sfml_vertex);
config.vertex_alignment = NK_ALIGNOF(struct nk_sfml_vertex);
config.tex_null = dev->tex_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, (nk_size)max_vertex_buffer);
nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
nk_convert(&sfml.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, &sfml.ctx, &dev->cmds)
{
if (!cmd->elem_count) continue;
glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
glScissor(
(GLint)(cmd->clip_rect.x),
(GLint)((window_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h))),
(GLint)(cmd->clip_rect.w),
(GLint)(cmd->clip_rect.h));
glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
offset += cmd->elem_count;
}
nk_clear(&sfml.ctx);
nk_buffer_clear(&dev->cmds);
}
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
}
static void
nk_sfml_clipboard_paste(nk_handle usr, struct nk_text_edit* edit)
{
#if 0
/* Not Implemented in SFML */
(void)usr;
sf::Clipboard clipboard(sfml.window);
const char* text = clipboard.getText();
if(text) nk_textedit_paste(edit, text, nk_strlen(text));
#else
NK_UNUSED(usr);
NK_UNUSED(edit);
#endif
}
static void
nk_sfml_clipboard_copy(nk_handle usr, const char* text, int len)
{
#if 0
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';
/* Not Implemented in SFML */
sf::Clipboard clipboard(sfml.window);
clipboard.setText(str);
free(str);
#else
NK_UNUSED(usr);
NK_UNUSED(text);
NK_UNUSED(len);
#endif
}
NK_API struct nk_context*
nk_sfml_init(sf::Window* window)
{
sfml.window = window;
nk_init_default(&sfml.ctx, 0);
sfml.ctx.clip.copy = nk_sfml_clipboard_copy;
sfml.ctx.clip.paste = nk_sfml_clipboard_paste;
sfml.ctx.clip.userdata = nk_handle_ptr(0);
nk_sfml_device_create();
sfml.frame_delta_clock = new sf::Clock();
return &sfml.ctx;
}
NK_API void
nk_sfml_font_stash_begin(struct nk_font_atlas** atlas)
{
nk_font_atlas_init_default(&sfml.atlas);
nk_font_atlas_begin(&sfml.atlas);
*atlas = &sfml.atlas;
}
NK_API void
nk_sfml_font_stash_end()
{
const void* image;
int w, h;
image = nk_font_atlas_bake(&sfml.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
nk_sfml_device_upload_atlas(image, w, h);
nk_font_atlas_end(&sfml.atlas, nk_handle_id((int)sfml.ogl.font_tex), &sfml.ogl.tex_null);
if(sfml.atlas.default_font)
nk_style_set_font(&sfml.ctx, &sfml.atlas.default_font->handle);
}
NK_API int
nk_sfml_handle_event(sf::Event* evt)
{
struct nk_context* ctx = &sfml.ctx;
/* optional grabbing behavior */
if(ctx->input.mouse.grab)
ctx->input.mouse.grab = 0;
else if(ctx->input.mouse.ungrab) {
int x = (int)ctx->input.mouse.prev.x;
int y = (int)ctx->input.mouse.prev.y;
sf::Mouse::setPosition(sf::Vector2i(x, y), *sfml.window);
ctx->input.mouse.ungrab = 0;
}
if(evt->type == sf::Event::KeyReleased || evt->type == sf::Event::KeyPressed)
{
int down = evt->type == sf::Event::KeyPressed;
sf::Keyboard::Key key = evt->key.code;
if(key == sf::Keyboard::RShift || key == sf::Keyboard::LShift)
nk_input_key(ctx, NK_KEY_SHIFT, down);
else if(key == sf::Keyboard::Delete)
nk_input_key(ctx, NK_KEY_DEL, down);
else if(key == sf::Keyboard::Return)
nk_input_key(ctx, NK_KEY_ENTER, down);
else if(key == sf::Keyboard::Tab)
nk_input_key(ctx, NK_KEY_TAB, down);
else if(key == sf::Keyboard::BackSpace)
nk_input_key(ctx, NK_KEY_BACKSPACE, down);
else if(key == sf::Keyboard::Home) {
nk_input_key(ctx, NK_KEY_TEXT_START, down);
nk_input_key(ctx, NK_KEY_SCROLL_START, down);
} else if(key == sf::Keyboard::End) {
nk_input_key(ctx, NK_KEY_TEXT_END, down);
nk_input_key(ctx, NK_KEY_SCROLL_END, down);
} else if(key == sf::Keyboard::PageDown)
nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
else if(key == sf::Keyboard::PageUp)
nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
else if(key == sf::Keyboard::Z)
nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
else if(key == sf::Keyboard::R)
nk_input_key(ctx, NK_KEY_TEXT_REDO, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
else if(key == sf::Keyboard::C)
nk_input_key(ctx, NK_KEY_COPY, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
else if(key == sf::Keyboard::V)
nk_input_key(ctx, NK_KEY_PASTE, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
else if(key == sf::Keyboard::X)
nk_input_key(ctx, NK_KEY_CUT, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
else if(key == sf::Keyboard::B)
nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
else if(key == sf::Keyboard::E)
nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && sf::Keyboard::isKeyPressed(sf::Keyboard::LControl));
else if(key == sf::Keyboard::Up)
nk_input_key(ctx, NK_KEY_UP, down);
else if(key == sf::Keyboard::Down)
nk_input_key(ctx, NK_KEY_DOWN, down);
else if(key == sf::Keyboard::Left) {
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
else nk_input_key(ctx, NK_KEY_LEFT, down);
} else if(key == sf::Keyboard::Right) {
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl))
nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
else nk_input_key(ctx, NK_KEY_RIGHT, down);
} else return 0;
return 1;
} else if(evt->type == sf::Event::MouseButtonPressed || evt->type == sf::Event::MouseButtonReleased) {
int down = evt->type == sf::Event::MouseButtonPressed;
const int x = evt->mouseButton.x, y = evt->mouseButton.y;
if(evt->mouseButton.button == sf::Mouse::Left)
nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
if(evt->mouseButton.button == sf::Mouse::Middle)
nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
if(evt->mouseButton.button == sf::Mouse::Right)
nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
else return 0;
return 1;
} else if(evt->type == sf::Event::MouseMoved) {
nk_input_motion(ctx, evt->mouseMove.x, evt->mouseMove.y);
return 1;
} else if(evt->type == sf::Event::TouchBegan || evt->type == sf::Event::TouchEnded) {
int down = evt->type == sf::Event::TouchBegan;
const int x = evt->touch.x, y = evt->touch.y;
nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
return 1;
} else if(evt->type == sf::Event::TouchMoved) {
if(ctx->input.mouse.grabbed) {
int x = (int)ctx->input.mouse.prev.x;
int y = (int)ctx->input.mouse.prev.y;
nk_input_motion(ctx, x + evt->touch.x, y + evt->touch.y);
} else nk_input_motion(ctx, evt->touch.x, evt->touch.y);
return 1;
} else if(evt->type == sf::Event::TextEntered) {
/* 8 ~ backspace */
if (evt->text.unicode != 8) {
nk_input_unicode(ctx, evt->text.unicode);
}
return 1;
} else if(evt->type == sf::Event::MouseWheelScrolled) {
nk_input_scroll(ctx, nk_vec2(0,evt->mouseWheelScroll.delta));
return 1;
}
return 0;
}
NK_API
void nk_sfml_shutdown()
{
nk_font_atlas_clear(&sfml.atlas);
nk_free(&sfml.ctx);
nk_sfml_device_destroy();
delete sfml.frame_delta_clock;
memset(&sfml, 0, sizeof(sfml));
}
#endif