Added ImGuiWrapper
This commit is contained in:
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5c054d11ca
commit
57e9d28a84
9 changed files with 772 additions and 0 deletions
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@ -33,6 +33,8 @@
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#define ENABLE_WORLD_ROTATIONS (1 && ENABLE_1_42_0)
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// Enables shortcut keys for gizmos
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#define ENABLE_GIZMOS_SHORTCUT (1 && ENABLE_1_42_0)
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// Scene's GUI made using imgui library
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#define ENABLE_IMGUI (1 && ENABLE_1_42_0)
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#endif // _technologies_h_
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@ -82,6 +82,8 @@ add_library(libslic3r_gui STATIC
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GUI/BonjourDialog.hpp
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GUI/ButtonsDescription.cpp
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GUI/ButtonsDescription.hpp
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GUI/ImGuiWrapper.hpp
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GUI/ImGuiWrapper.cpp
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Config/Snapshot.cpp
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Config/Snapshot.hpp
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Config/Version.cpp
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@ -2932,6 +2932,9 @@ void GLCanvas3D::Gizmos::_render_overlay(const GLCanvas3D& canvas) const
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return;
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float cnv_w = (float)canvas.get_canvas_size().get_width();
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#if ENABLE_IMGUI
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float cnv_h = (float)canvas.get_canvas_size().get_height();
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#endif // ENABLE_IMGUI
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float zoom = canvas.get_camera_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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@ -2946,6 +2949,10 @@ void GLCanvas3D::Gizmos::_render_overlay(const GLCanvas3D& canvas) const
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float tex_size = (float)it->second->get_textures_size() * OverlayTexturesScale * inv_zoom;
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GLTexture::render_texture(it->second->get_texture_id(), top_x, top_x + tex_size, top_y - tex_size, top_y);
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#if ENABLE_IMGUI
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if (it->second->get_state() == GLGizmoBase::On)
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it->second->render_input_window(2.0f * OverlayOffsetX + tex_size * zoom, 0.5f * cnv_h - top_y * zoom, selection);
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#endif // ENABLE_IMGUI
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top_y -= (tex_size + scaled_gap_y);
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}
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}
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@ -3745,6 +3752,10 @@ void GLCanvas3D::render()
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set_tooltip("");
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#if ENABLE_IMGUI
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wxGetApp().get_imgui().new_frame();
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#endif // ENABLE_IMGUI
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// picking pass
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_picking_pass();
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@ -3787,6 +3798,10 @@ void GLCanvas3D::render()
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_render_toolbar();
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_render_layer_editing_overlay();
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#if ENABLE_IMGUI
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wxGetApp().get_imgui().render();
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#endif // ENABLE_IMGUI
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m_canvas->SwapBuffers();
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}
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@ -4446,6 +4461,10 @@ void GLCanvas3D::on_timer(wxTimerEvent& evt)
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void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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{
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#if ENABLE_IMGUI
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wxGetApp().get_imgui().update_mouse_data(evt);
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#endif // ENABLE_IMGUI
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Point pos(evt.GetX(), evt.GetY());
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int selected_object_idx = m_selection.get_object_idx();
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@ -5303,6 +5322,10 @@ void GLCanvas3D::_resize(unsigned int w, unsigned int h)
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if ((m_canvas == nullptr) && (m_context == nullptr))
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return;
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#if ENABLE_IMGUI
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wxGetApp().get_imgui().set_display_size((float)w, (float)h);
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#endif // ENABLE_IMGUI
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// ensures that this canvas is current
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#if ENABLE_USE_UNIQUE_GLCONTEXT
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_set_current();
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@ -686,6 +686,20 @@ void GLGizmoRotate3D::on_render(const GLCanvas3D::Selection& selection) const
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m_gizmos[Z].render(selection);
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}
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#if ENABLE_IMGUI
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void GLGizmoRotate3D::on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection) const
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{
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Vec3d rotation(Geometry::rad2deg(m_gizmos[0].get_angle()), Geometry::rad2deg(m_gizmos[1].get_angle()), Geometry::rad2deg(m_gizmos[2].get_angle()));
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std::string label = _("Rotation (deg)");
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wxGetApp().get_imgui().set_next_window_pos(x, y, ImGuiCond_Always);
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wxGetApp().get_imgui().set_next_window_bg_alpha(0.5f);
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wxGetApp().get_imgui().begin(label, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
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wxGetApp().get_imgui().input_vec3("", rotation, 100.0f, "%.2f");
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wxGetApp().get_imgui().end();
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}
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#endif // ENABLE_IMGUI
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const float GLGizmoScale3D::Offset = 5.0f;
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GLGizmoScale3D::GLGizmoScale3D(GLCanvas3D& parent)
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@ -972,6 +986,21 @@ void GLGizmoScale3D::on_render_for_picking(const GLCanvas3D::Selection& selectio
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render_grabbers_for_picking(selection.get_bounding_box());
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}
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#if ENABLE_IMGUI
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void GLGizmoScale3D::on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection) const
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{
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bool single_instance = selection.is_single_full_instance();
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Vec3d scale = single_instance ? 100.0 * selection.get_volume(*selection.get_volume_idxs().begin())->get_scaling_factor() : 100.0 * m_scale;
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std::string label = _("Scale (%)");
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wxGetApp().get_imgui().set_next_window_pos(x, y, ImGuiCond_Always);
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wxGetApp().get_imgui().set_next_window_bg_alpha(0.5f);
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wxGetApp().get_imgui().begin(label, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
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wxGetApp().get_imgui().input_vec3("", scale, 100.0f, "%.2f");
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wxGetApp().get_imgui().end();
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}
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#endif // ENABLE_IMGUI
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void GLGizmoScale3D::render_grabbers_connection(unsigned int id_1, unsigned int id_2) const
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{
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unsigned int grabbers_count = (unsigned int)m_grabbers.size();
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@ -1185,6 +1214,30 @@ void GLGizmoMove3D::on_render_for_picking(const GLCanvas3D::Selection& selection
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render_grabbers_for_picking(selection.get_bounding_box());
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}
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#if ENABLE_IMGUI
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void GLGizmoMove3D::on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection) const
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{
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bool show_position = selection.is_single_full_instance();
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const Vec3d& position = selection.get_bounding_box().center();
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Vec3d displacement = show_position ? position : m_displacement;
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std::string label = show_position ? _("Position (mm)") : _("Displacement (mm)");
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wxGetApp().get_imgui().set_next_window_pos(x, y, ImGuiCond_Always);
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wxGetApp().get_imgui().set_next_window_bg_alpha(0.5f);
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wxGetApp().get_imgui().begin(label, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
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wxGetApp().get_imgui().input_vec3("", displacement, 100.0f, "%.2f");
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if (ImGui::Button("Test"))
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{
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std::cout << "WOW" << std::endl;
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}
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wxGetApp().get_imgui().end();
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}
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#endif // ENABLE_IMGUI
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double GLGizmoMove3D::calc_projection(const UpdateData& data) const
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{
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double projection = 0.0;
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@ -137,6 +137,10 @@ public:
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virtual void create_external_gizmo_widgets(wxWindow *parent);
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#if ENABLE_IMGUI
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void render_input_window(float x, float y, const GLCanvas3D::Selection& selection) const { on_render_input_window(x, y, selection); }
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#endif // ENABLE_IMGUI
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protected:
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virtual bool on_init() = 0;
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virtual std::string on_get_name() const = 0;
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@ -155,6 +159,10 @@ protected:
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virtual void on_render(const GLCanvas3D::Selection& selection) const = 0;
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virtual void on_render_for_picking(const GLCanvas3D::Selection& selection) const = 0;
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#if ENABLE_IMGUI
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virtual void on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection) const {}
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#endif // ENABLE_IMGUI
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float picking_color_component(unsigned int id) const;
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void render_grabbers(const BoundingBoxf3& box) const;
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void render_grabbers_for_picking(const BoundingBoxf3& box) const;
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@ -291,6 +299,10 @@ protected:
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g.render_for_picking(selection);
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}
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}
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#if ENABLE_IMGUI
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virtual void on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection) const;
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#endif // ENABLE_IMGUI
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};
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class GLGizmoScale3D : public GLGizmoBase
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@ -328,6 +340,10 @@ protected:
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virtual void on_render(const GLCanvas3D::Selection& selection) const;
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virtual void on_render_for_picking(const GLCanvas3D::Selection& selection) const;
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#if ENABLE_IMGUI
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virtual void on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection) const;
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#endif // ENABLE_IMGUI
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private:
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void render_grabbers_connection(unsigned int id_1, unsigned int id_2) const;
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@ -368,6 +384,10 @@ protected:
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virtual void on_render(const GLCanvas3D::Selection& selection) const;
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virtual void on_render_for_picking(const GLCanvas3D::Selection& selection) const;
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#if ENABLE_IMGUI
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virtual void on_render_input_window(float x, float y, const GLCanvas3D::Selection& selection) const;
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#endif // ENABLE_IMGUI
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private:
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double calc_projection(const UpdateData& data) const;
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};
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@ -32,6 +32,9 @@
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#include <I18N.hpp>
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#include <wx/wupdlock.h>
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#include "SysInfoDialog.hpp"
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#if ENABLE_IMGUI
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#include <imgui\imgui.h>
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#endif // ENABLE_IMGUI
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namespace Slic3r {
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namespace GUI {
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@ -57,6 +60,11 @@ static std::string libslic3r_translate_callback(const char *s) { return wxGetTra
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IMPLEMENT_APP(GUI_App)
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bool GUI_App::OnInit()
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{
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#if ENABLE_IMGUI
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if (!m_imgui.init())
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return false;
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#endif // ENABLE_IMGUI
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SetAppName("Slic3rPE-alpha");
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SetAppDisplayName("Slic3r Prusa Edition");
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return true;
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}
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#if ENABLE_IMGUI
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int GUI_App::OnExit()
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{
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m_imgui.shutdown();
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return 0;
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}
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#endif // ENABLE_IMGUI
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unsigned GUI_App::get_colour_approx_luma(const wxColour &colour)
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{
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double r = colour.Red();
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@ -4,6 +4,9 @@
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#include <string>
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#include "PrintConfig.hpp"
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#include "MainFrame.hpp"
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#if ENABLE_IMGUI
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#include "ImGuiWrapper.hpp"
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#endif // ENABLE_IMGUI
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#include <wx/app.h>
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#include <wx/colour.h>
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@ -82,8 +85,15 @@ class GUI_App : public wxApp
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wxLocale* m_wxLocale{ nullptr };
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#if ENABLE_IMGUI
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ImGuiWrapper m_imgui;
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#endif // ENABLE_IMGUI
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public:
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bool OnInit() override;
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#if ENABLE_IMGUI
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int OnExit() override;
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#endif // ENABLE_IMGUI
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GUI_App() : wxApp() {}
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unsigned get_colour_approx_luma(const wxColour &colour);
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@ -151,6 +161,10 @@ public:
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std::vector<Tab *> tabs_list;
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#if ENABLE_IMGUI
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ImGuiWrapper& get_imgui() { return m_imgui; }
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#endif // ENABLE_IMGUI
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};
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DECLARE_APP(GUI_App)
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574
src/slic3r/GUI/ImGuiWrapper.cpp
Normal file
574
src/slic3r/GUI/ImGuiWrapper.cpp
Normal file
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#include "../../libslic3r/libslic3r.h"
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#include "ImGuiWrapper.hpp"
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#include "Utils.hpp"
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#include <wx/event.h>
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#include <GL/glew.h>
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namespace Slic3r {
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namespace GUI {
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ImGuiWrapper::ImGuiWrapper()
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: m_glsl_version_string("")
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, m_shader_handle(0)
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, m_vert_handle(0)
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, m_frag_handle(0)
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, m_font_texture(0)
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, m_vbo_handle(0)
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, m_elements_handle(0)
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, m_attrib_location_tex(0)
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, m_attrib_location_proj_mtx(0)
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, m_attrib_location_position(0)
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, m_attrib_location_uv(0)
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, m_attrib_location_color(0)
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{
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}
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bool ImGuiWrapper::init()
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{
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// 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.
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std::string glsl_version;
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#ifdef USE_GL_ES3
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glsl_version = "#version 300 es";
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#else
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glsl_version = "#version 130";
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#endif
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m_glsl_version_string = glsl_version + "\n";
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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ImFont* font = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "\\fonts\\NotoSans-Regular.ttf").c_str(), 18.0f);
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if (font == nullptr)
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{
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font = io.Fonts->AddFontDefault();
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if (font == nullptr)
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return false;
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}
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else
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m_fonts.insert(FontsMap::value_type("Noto Sans Regular 18", font));
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io.IniFilename = nullptr;
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return true;
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}
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void ImGuiWrapper::shutdown()
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{
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destroy_device_objects();
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ImGui::DestroyContext();
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}
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void ImGuiWrapper::set_display_size(float w, float h)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(w, h);
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io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
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}
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void ImGuiWrapper::update_mouse_data(wxMouseEvent& evt)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2((float)evt.GetX(), (float)evt.GetY());
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io.MouseDown[0] = evt.LeftDown();
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io.MouseDown[1] = evt.RightDown();
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io.MouseDown[2] = evt.MiddleDown();
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if (io.MouseDown[0])
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{
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int a = 0;
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}
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}
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void ImGuiWrapper::new_frame()
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{
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if (m_font_texture == 0)
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create_device_objects();
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ImGui::NewFrame();
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}
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void ImGuiWrapper::render()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui::Render();
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render_draw_data(ImGui::GetDrawData());
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}
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void ImGuiWrapper::set_next_window_pos(float x, float y, int flag)
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{
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ImGui::SetNextWindowPos(ImVec2(x, y), (ImGuiCond)flag);
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}
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void ImGuiWrapper::set_next_window_bg_alpha(float alpha)
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{
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ImGui::SetNextWindowBgAlpha(alpha);
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}
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bool ImGuiWrapper::begin(const std::string& name, int flags)
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{
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return ImGui::Begin(name.c_str(), nullptr, (ImGuiWindowFlags)flags);
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}
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void ImGuiWrapper::end()
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{
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ImGui::End();
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}
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bool ImGuiWrapper::input_double(const std::string& label, double& value, const std::string& format)
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{
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return ImGui::InputDouble(label.c_str(), &value, 0.0f, 0.0f, format.c_str());
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}
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bool ImGuiWrapper::input_vec3(const std::string& label, Vec3d& value, float width, const std::string& format)
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{
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bool value_changed = false;
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ImGui::BeginGroup();
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for (int i = 0; i < 3; ++i)
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{
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std::string item_label = (i == 0) ? "X" : ((i == 1) ? "Y" : "Z");
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ImGui::PushID(i);
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ImGui::PushItemWidth(width);
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value_changed |= ImGui::InputDouble(item_label.c_str(), &value(i), 0.0f, 0.0f, format.c_str());
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ImGui::PopID();
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}
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ImGui::EndGroup();
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return value_changed;
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}
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void ImGuiWrapper::create_device_objects()
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{
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// Backup GL state
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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);
|
||||
|
||||
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 (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version == 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
|
||||
create_fonts_texture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
}
|
||||
|
||||
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);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGuiWrapper::check_program(): failed to link %s! (with GLSL '%s')\n", desc, m_glsl_version_string);
|
||||
if (log_length > 0)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGuiWrapper::check_shader(unsigned int handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
if (log_length > 0)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
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]);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->TexID = 0;
|
||||
glDeleteTextures(1, &m_font_texture);
|
||||
m_font_texture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
68
src/slic3r/GUI/ImGuiWrapper.hpp
Normal file
68
src/slic3r/GUI/ImGuiWrapper.hpp
Normal file
|
@ -0,0 +1,68 @@
|
|||
#ifndef slic3r_ImGuiWrapper_hpp_
|
||||
#define slic3r_ImGuiWrapper_hpp_
|
||||
|
||||
#include <imgui\imgui.h>
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
class wxMouseEvent;
|
||||
|
||||
namespace Slic3r {
|
||||
namespace GUI {
|
||||
|
||||
class ImGuiWrapper
|
||||
{
|
||||
std::string m_glsl_version_string;
|
||||
unsigned int m_shader_handle;
|
||||
unsigned int m_vert_handle;
|
||||
unsigned int m_frag_handle;
|
||||
unsigned int m_vbo_handle;
|
||||
unsigned int m_elements_handle;
|
||||
int m_attrib_location_tex;
|
||||
int m_attrib_location_proj_mtx;
|
||||
int m_attrib_location_position;
|
||||
int m_attrib_location_uv;
|
||||
int m_attrib_location_color;
|
||||
|
||||
typedef std::map<std::string, ImFont*> FontsMap;
|
||||
|
||||
FontsMap m_fonts;
|
||||
unsigned int m_font_texture;
|
||||
|
||||
public:
|
||||
ImGuiWrapper();
|
||||
|
||||
bool init();
|
||||
void shutdown();
|
||||
|
||||
void set_display_size(float w, float h);
|
||||
void update_mouse_data(wxMouseEvent& evt);
|
||||
|
||||
void new_frame();
|
||||
void render();
|
||||
|
||||
void set_next_window_pos(float x, float y, int flag);
|
||||
void set_next_window_bg_alpha(float alpha);
|
||||
|
||||
bool begin(const std::string& name, int flags = 0);
|
||||
void end();
|
||||
|
||||
bool input_double(const std::string& label, double& value, const std::string& format = "%.3f");
|
||||
|
||||
bool input_vec3(const std::string& label, Vec3d& value, float width, const std::string& format = "%.3f");
|
||||
|
||||
private:
|
||||
void create_device_objects();
|
||||
void create_fonts_texture();
|
||||
bool check_program(unsigned int handle, const char* desc);
|
||||
bool check_shader(unsigned int handle, const char* desc);
|
||||
void render_draw_data(ImDrawData* draw_data);
|
||||
void destroy_device_objects();
|
||||
void destroy_fonts_texture();
|
||||
};
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
||||
#endif // slic3r_ImGuiWrapper_hpp_
|
||||
|
Loading…
Reference in a new issue