PrusaSlicer-NonPlainar/src/slic3r/GUI/ImGuiWrapper.cpp

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#include "ImGuiWrapper.hpp"
#include <cstdio>
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#include <vector>
#include <boost/format.hpp>
#include <boost/log/trivial.hpp>
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#include <wx/string.h>
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#include <wx/event.h>
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#include <wx/debug.h>
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#include <GL/glew.h>
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#include "libslic3r/libslic3r.h"
#include "libslic3r/Utils.hpp"
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#include "GUI.hpp"
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namespace Slic3r {
namespace GUI {
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ImGuiWrapper::ImGuiWrapper()
: m_glsl_version_string("")
, m_glsl_version(0)
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, m_shader_handle(0)
, m_vert_handle(0)
, m_frag_handle(0)
, m_font_texture(0)
, m_vbo_handle(0)
, m_elements_handle(0)
, m_attrib_location_tex(0)
, m_attrib_location_proj_mtx(0)
, m_attrib_location_position(0)
, m_attrib_location_uv(0)
, m_attrib_location_color(0)
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, m_mouse_buttons(0)
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{
}
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ImGuiWrapper::~ImGuiWrapper()
{
destroy_device_objects();
ImGui::DestroyContext();
}
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bool ImGuiWrapper::init()
{
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
// std::string glsl_version;
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// #ifdef USE_GL_ES3
// glsl_version = "#version 300 es";
// #else
// glsl_version = "#version 130";
// #endif
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// m_glsl_version_string = glsl_version + "\n";
// const GLubyte *glsl_version_string = glGetString(GL_SHADING_LANGUAGE_VERSION);
// if (glsl_version_string != nullptr) {
// unsigned v_maj = 0;
// unsigned v_min = 0;
// if (std::sscanf(reinterpret_cast<const char*>(glsl_version_string), "%u.%u", &v_maj, &v_min) == 2) {
// m_glsl_version = 100 * v_maj + v_min % 100;
// }
// }
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ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
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ImFont* font = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "/fonts/NotoSans-Regular.ttf").c_str(), 18.0f);
if (font == nullptr) {
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font = io.Fonts->AddFontDefault();
if (font == nullptr)
return false;
}
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else {
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m_fonts.insert(FontsMap::value_type("Noto Sans Regular 18", font));
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}
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io.IniFilename = nullptr;
return true;
}
void ImGuiWrapper::read_glsl_version()
{
const GLubyte *glsl_version_string = glGetString(GL_SHADING_LANGUAGE_VERSION);
wxCHECK_RET(glsl_version_string != nullptr, "Could not get GLSL version string, glGetString(GL_SHADING_LANGUAGE_VERSION) failed");
unsigned v_maj = 0;
unsigned v_min = 0;
int res = std::sscanf(reinterpret_cast<const char*>(glsl_version_string), "%u.%u", &v_maj, &v_min);
wxCHECK_RET(res == 2, wxString::Format("Could not parse GLSL version: %s", glsl_version_string));
m_glsl_version = 100 * v_maj + v_min % 100;
m_glsl_version_string = (boost::format("#version %1%") % m_glsl_version).str();
}
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void ImGuiWrapper::set_display_size(float w, float h)
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(w, h);
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
}
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bool ImGuiWrapper::update_mouse_data(wxMouseEvent& evt)
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{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)evt.GetX(), (float)evt.GetY());
io.MouseDown[0] = evt.LeftDown();
io.MouseDown[1] = evt.RightDown();
io.MouseDown[2] = evt.MiddleDown();
unsigned buttons = (evt.LeftDown() ? 1 : 0) | (evt.RightDown() ? 2 : 0) | (evt.MiddleDown() ? 4 : 0);
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bool res = buttons != m_mouse_buttons;
m_mouse_buttons = buttons;
return res;
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}
void ImGuiWrapper::new_frame()
{
if (m_font_texture == 0)
create_device_objects();
ImGui::NewFrame();
}
void ImGuiWrapper::render()
{
ImGui::Render();
render_draw_data(ImGui::GetDrawData());
}
void ImGuiWrapper::set_next_window_pos(float x, float y, int flag)
{
ImGui::SetNextWindowPos(ImVec2(x, y), (ImGuiCond)flag);
}
void ImGuiWrapper::set_next_window_bg_alpha(float alpha)
{
ImGui::SetNextWindowBgAlpha(alpha);
}
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bool ImGuiWrapper::begin(const std::string &name, int flags)
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{
return ImGui::Begin(name.c_str(), nullptr, (ImGuiWindowFlags)flags);
}
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bool ImGuiWrapper::begin(const wxString &name, int flags)
{
return begin(into_u8(name), flags);
}
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void ImGuiWrapper::end()
{
ImGui::End();
}
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bool ImGuiWrapper::button(const wxString &label)
{
auto label_utf8 = into_u8(label);
return ImGui::Button(label_utf8.c_str());
}
bool ImGuiWrapper::input_double(const std::string &label, const double &value, const std::string &format)
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{
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return ImGui::InputDouble(label.c_str(), const_cast<double*>(&value), 0.0f, 0.0f, format.c_str());
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}
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bool ImGuiWrapper::input_vec3(const std::string &label, const Vec3d &value, float width, const std::string &format)
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{
bool value_changed = false;
ImGui::BeginGroup();
for (int i = 0; i < 3; ++i)
{
std::string item_label = (i == 0) ? "X" : ((i == 1) ? "Y" : "Z");
ImGui::PushID(i);
ImGui::PushItemWidth(width);
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value_changed |= ImGui::InputDouble(item_label.c_str(), const_cast<double*>(&value(i)), 0.0f, 0.0f, format.c_str());
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ImGui::PopID();
}
ImGui::EndGroup();
return value_changed;
}
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bool ImGuiWrapper::checkbox(const wxString &label, bool &value)
{
auto label_utf8 = into_u8(label);
return ImGui::Checkbox(label_utf8.c_str(), &value);
}
void ImGuiWrapper::text(const wxString &label)
{
auto label_utf8 = into_u8(label);
ImGui::Text(label_utf8.c_str(), NULL);
}
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bool ImGuiWrapper::want_mouse() const
{
return ImGui::GetIO().WantCaptureMouse;
}
bool ImGuiWrapper::want_keyboard() const
{
return ImGui::GetIO().WantCaptureKeyboard;
}
bool ImGuiWrapper::want_text_input() const
{
return ImGui::GetIO().WantTextInput;
}
bool ImGuiWrapper::want_any_input() const
{
const auto io = ImGui::GetIO();
return io.WantCaptureMouse || io.WantCaptureKeyboard || io.WantTextInput;
}
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void ImGuiWrapper::create_device_objects()
{
// // Backup GL state
// GLint last_texture, last_array_buffer, last_vertex_array;
// glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
// glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
// glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
// // Parse GLSL version string
// // int glsl_version = 130;
// // ::sscanf(m_glsl_version_string.c_str(), "#version %d", &glsl_version);
// read_glsl_version();
// const GLchar* vertex_shader_glsl_120 =
// "uniform mat4 ProjMtx;\n"
// "attribute vec2 Position;\n"
// "attribute vec2 UV;\n"
// "attribute vec4 Color;\n"
// "varying vec2 Frag_UV;\n"
// "varying vec4 Frag_Color;\n"
// "void main()\n"
// "{\n"
// " Frag_UV = UV;\n"
// " Frag_Color = Color;\n"
// " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
// "}\n";
// const GLchar* vertex_shader_glsl_130 =
// "uniform mat4 ProjMtx;\n"
// "in vec2 Position;\n"
// "in vec2 UV;\n"
// "in vec4 Color;\n"
// "out vec2 Frag_UV;\n"
// "out vec4 Frag_Color;\n"
// "void main()\n"
// "{\n"
// " Frag_UV = UV;\n"
// " Frag_Color = Color;\n"
// " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
// "}\n";
// const GLchar* vertex_shader_glsl_300_es =
// "precision mediump float;\n"
// "layout (location = 0) in vec2 Position;\n"
// "layout (location = 1) in vec2 UV;\n"
// "layout (location = 2) in vec4 Color;\n"
// "uniform mat4 ProjMtx;\n"
// "out vec2 Frag_UV;\n"
// "out vec4 Frag_Color;\n"
// "void main()\n"
// "{\n"
// " Frag_UV = UV;\n"
// " Frag_Color = Color;\n"
// " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
// "}\n";
// const GLchar* vertex_shader_glsl_410_core =
// "layout (location = 0) in vec2 Position;\n"
// "layout (location = 1) in vec2 UV;\n"
// "layout (location = 2) in vec4 Color;\n"
// "uniform mat4 ProjMtx;\n"
// "out vec2 Frag_UV;\n"
// "out vec4 Frag_Color;\n"
// "void main()\n"
// "{\n"
// " Frag_UV = UV;\n"
// " Frag_Color = Color;\n"
// " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
// "}\n";
// const GLchar* fragment_shader_glsl_120 =
// "#ifdef GL_ES\n"
// " precision mediump float;\n"
// "#endif\n"
// "uniform sampler2D Texture;\n"
// "varying vec2 Frag_UV;\n"
// "varying vec4 Frag_Color;\n"
// "void main()\n"
// "{\n"
// " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
// "}\n";
// const GLchar* fragment_shader_glsl_130 =
// "uniform sampler2D Texture;\n"
// "in vec2 Frag_UV;\n"
// "in vec4 Frag_Color;\n"
// "out vec4 Out_Color;\n"
// "void main()\n"
// "{\n"
// " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
// "}\n";
// const GLchar* fragment_shader_glsl_300_es =
// "precision mediump float;\n"
// "uniform sampler2D Texture;\n"
// "in vec2 Frag_UV;\n"
// "in vec4 Frag_Color;\n"
// "layout (location = 0) out vec4 Out_Color;\n"
// "void main()\n"
// "{\n"
// " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
// "}\n";
// const GLchar* fragment_shader_glsl_410_core =
// "in vec2 Frag_UV;\n"
// "in vec4 Frag_Color;\n"
// "uniform sampler2D Texture;\n"
// "layout (location = 0) out vec4 Out_Color;\n"
// "void main()\n"
// "{\n"
// " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
// "}\n";
// // Select shaders matching our GLSL versions
// const GLchar* vertex_shader = nullptr;
// const GLchar* fragment_shader = nullptr;
// if (m_glsl_version < 130)
// {
// vertex_shader = vertex_shader_glsl_120;
// fragment_shader = fragment_shader_glsl_120;
// }
// else if (m_glsl_version == 410)
// {
// vertex_shader = vertex_shader_glsl_410_core;
// fragment_shader = fragment_shader_glsl_410_core;
// }
// else if (m_glsl_version == 300)
// {
// vertex_shader = vertex_shader_glsl_300_es;
// fragment_shader = fragment_shader_glsl_300_es;
// }
// else
// {
// vertex_shader = vertex_shader_glsl_130;
// fragment_shader = fragment_shader_glsl_130;
// }
// // Create shaders
// const GLchar* vertex_shader_with_version[2] = { m_glsl_version_string.c_str(), vertex_shader };
// m_vert_handle = glCreateShader(GL_VERTEX_SHADER);
// glShaderSource(m_vert_handle, 2, vertex_shader_with_version, nullptr);
// glCompileShader(m_vert_handle);
// wxASSERT(check_shader(m_vert_handle, "vertex shader"));
// const GLchar* fragment_shader_with_version[2] = { m_glsl_version_string.c_str(), fragment_shader };
// m_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
// glShaderSource(m_frag_handle, 2, fragment_shader_with_version, nullptr);
// glCompileShader(m_frag_handle);
// wxASSERT(check_shader(m_frag_handle, "fragment shader"));
// m_shader_handle = glCreateProgram();
// glAttachShader(m_shader_handle, m_vert_handle);
// glAttachShader(m_shader_handle, m_frag_handle);
// glLinkProgram(m_shader_handle);
// wxASSERT(check_program(m_shader_handle, "shader program"));
// m_attrib_location_tex = glGetUniformLocation(m_shader_handle, "Texture");
// m_attrib_location_proj_mtx = glGetUniformLocation(m_shader_handle, "ProjMtx");
// m_attrib_location_position = glGetAttribLocation(m_shader_handle, "Position");
// m_attrib_location_uv = glGetAttribLocation(m_shader_handle, "UV");
// m_attrib_location_color = glGetAttribLocation(m_shader_handle, "Color");
// // Create buffers
// glGenBuffers(1, &m_vbo_handle);
// glGenBuffers(1, &m_elements_handle);
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create_fonts_texture();
// // Restore modified GL state
// glBindTexture(GL_TEXTURE_2D, last_texture);
// glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
// glBindVertexArray(last_vertex_array);
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}
void ImGuiWrapper::create_fonts_texture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &m_font_texture);
glBindTexture(GL_TEXTURE_2D, m_font_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)m_font_texture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
}
bool ImGuiWrapper::check_program(unsigned int handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE) {
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): failed to link %1% (GLSL `%1%`)") % desc, m_glsl_version_string;
}
if (log_length > 0) {
std::vector<GLchar> buf(log_length + 1, 0);
glGetProgramInfoLog(handle, log_length, nullptr, buf.data());
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): error log:\n%1%\n") % buf.data();
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}
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return status == GL_TRUE;
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}
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bool ImGuiWrapper::check_shader(unsigned int handle, const char *desc)
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{
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE) {
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_shader(): failed to compile %1%") % desc;
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}
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if (log_length > 0) {
std::vector<GLchar> buf(log_length + 1, 0);
glGetProgramInfoLog(handle, log_length, nullptr, buf.data());
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): error log:\n%1%\n") % buf.data();
}
return status == GL_TRUE;
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}
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void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
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{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
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return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
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glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
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ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
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}
}
idx_buffer += pcmd->ElemCount;
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}
}
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
// void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
// {
// // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
// ImGuiIO& io = ImGui::GetIO();
// int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
// int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
// if (fb_width <= 0 || fb_height <= 0)
// return;
// draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// // Backup GL state
// GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
// glActiveTexture(GL_TEXTURE0);
// GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
// #ifdef GL_SAMPLER_BINDING
// GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
// #endif
// GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
// GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
// #ifdef GL_POLYGON_MODE
// GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
// #endif
// GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
// GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
// GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
// GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
// GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
// GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
// GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
// GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
// GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
// GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
// GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
// GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
// 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);
// #ifdef GL_POLYGON_MODE
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// #endif
// // Setup viewport, orthographic projection matrix
// // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
// glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
// float L = draw_data->DisplayPos.x;
// float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
// float T = draw_data->DisplayPos.y;
// float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
// const float ortho_projection[4][4] =
// {
// { 2.0f / (R - L), 0.0f, 0.0f, 0.0f },
// { 0.0f, 2.0f / (T - B), 0.0f, 0.0f },
// { 0.0f, 0.0f, -1.0f, 0.0f },
// { (R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f },
// };
// glUseProgram(m_shader_handle);
// glUniform1i(m_attrib_location_tex, 0);
// glUniformMatrix4fv(m_attrib_location_proj_mtx, 1, GL_FALSE, &ortho_projection[0][0]);
// #ifdef GL_SAMPLER_BINDING
// glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
// #endif
// // Recreate the VAO every time
// // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
// GLuint vao_handle = 0;
// glGenVertexArrays(1, &vao_handle);
// glBindVertexArray(vao_handle);
// glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle);
// glEnableVertexAttribArray(m_attrib_location_position);
// glEnableVertexAttribArray(m_attrib_location_uv);
// glEnableVertexAttribArray(m_attrib_location_color);
// glVertexAttribPointer(m_attrib_location_position, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
// glVertexAttribPointer(m_attrib_location_uv, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
// glVertexAttribPointer(m_attrib_location_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
// // Draw
// ImVec2 pos = draw_data->DisplayPos;
// for (int n = 0; n < draw_data->CmdListsCount; n++)
// {
// const ImDrawList* cmd_list = draw_data->CmdLists[n];
// const ImDrawIdx* idx_buffer_offset = 0;
// glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle);
// glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elements_handle);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
// for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
// {
// const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
// if (pcmd->UserCallback)
// {
// // User callback (registered via ImDrawList::AddCallback)
// pcmd->UserCallback(cmd_list, pcmd);
// }
// else
// {
// ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
// {
// // Apply scissor/clipping rectangle
// glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
// // Bind texture, Draw
// glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
// }
// }
// idx_buffer_offset += pcmd->ElemCount;
// }
// }
// glDeleteVertexArrays(1, &vao_handle);
// // Restore modified GL state
// glUseProgram(last_program);
// glBindTexture(GL_TEXTURE_2D, last_texture);
// #ifdef GL_SAMPLER_BINDING
// glBindSampler(0, last_sampler);
// #endif
// glActiveTexture(last_active_texture);
// glBindVertexArray(last_vertex_array);
// glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
// glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
// glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
// if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
// if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
// if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
// if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
// #ifdef GL_POLYGON_MODE
// glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
// #endif
// glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
// glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
// }
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void ImGuiWrapper::destroy_device_objects()
{
if (m_vbo_handle != 0)
{
glDeleteBuffers(1, &m_vbo_handle);
m_vbo_handle = 0;
}
if (m_elements_handle != 0)
{
glDeleteBuffers(1, &m_elements_handle);
m_elements_handle = 0;
}
if ((m_shader_handle != 0) && (m_vert_handle != 0))
glDetachShader(m_shader_handle, m_vert_handle);
if (m_vert_handle != 0)
{
glDeleteShader(m_vert_handle);
m_vert_handle = 0;
}
if ((m_shader_handle != 0) && (m_frag_handle != 0))
glDetachShader(m_shader_handle, m_frag_handle);
if (m_frag_handle != 0)
{
glDeleteShader(m_frag_handle);
m_frag_handle = 0;
}
if (m_shader_handle != 0)
{
glDeleteProgram(m_shader_handle);
m_shader_handle = 0;
}
destroy_fonts_texture();
}
void ImGuiWrapper::destroy_fonts_texture()
{
if (m_font_texture) {
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ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = 0;
glDeleteTextures(1, &m_font_texture);
m_font_texture = 0;
}
}
} // namespace GUI
} // namespace Slic3r