cleanup and refactoring

This commit is contained in:
CDaut 2024-05-25 11:53:25 +02:00
parent 2302158928
commit 76f6bf62a4
Signed by: clara
GPG key ID: 223391B52FAD4463
1285 changed files with 757994 additions and 8 deletions

View file

@ -0,0 +1,11 @@
## Table of Contents
- [imgui_impl_gl.h](#imgui_impl_glh)
- [imgui_vk_extra.h](#imgui_vk_extrah)
## imgui_impl_gl.h
> Todo: Add documentation
## imgui_vk_extra.h
> Todo: Add documentation

View file

@ -0,0 +1,289 @@
#include "imgui/backends/imgui_impl_gl.h"
#include "imgui.h"
#include <include_gl.h>
// ImGui GLFW binding with OpenGL3 + shaders
// More or less copy-pasted from https://raw.githubusercontent.com/ocornut/imgui/master/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
namespace {
const char* g_GlslVersion = "#version 450\n";
GLuint g_FontTexture = 0;
int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
} // namespace
void ImGui::InitGL()
{
// 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);
const GLchar* vertex_shader =
"layout(location=0) uniform mat4 ProjMtx;\n"
"layout(location=0) in vec2 Position;\n"
"layout(location=1) in vec2 UV;\n"
"layout(location=2) 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* fragment_shader =
"layout(location=1, binding=0) uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout(location=0, index=0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";
const GLchar* vertex_shader_with_version[2] = {g_GlslVersion, vertex_shader};
const GLchar* fragment_shader_with_version[2] = {g_GlslVersion, fragment_shader};
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
// check if program linked
GLint success = 0;
glGetProgramiv(g_ShaderHandle, GL_LINK_STATUS, &success);
if(!success)
{
char temp[1024];
glGetProgramInfoLog(g_ShaderHandle, 1024, 0, temp);
success = success;
}
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int 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.
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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 = (void*)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array);
}
void ImGui::ShutdownGL()
{
if(g_VboHandle)
glDeleteBuffers(1, &g_VboHandle);
if(g_ElementsHandle)
glDeleteBuffers(1, &g_ElementsHandle);
g_VboHandle = g_ElementsHandle = 0;
if(g_ShaderHandle && g_VertHandle)
glDetachShader(g_ShaderHandle, g_VertHandle);
if(g_VertHandle)
glDeleteShader(g_VertHandle);
g_VertHandle = 0;
if(g_ShaderHandle && g_FragHandle)
glDetachShader(g_ShaderHandle, g_FragHandle);
if(g_FragHandle)
glDeleteShader(g_FragHandle);
g_FragHandle = 0;
if(g_ShaderHandle)
glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if(g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
}
void ImGui::RenderDrawDataGL(const ImDrawData* drawData)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if(fb_width == 0 || fb_height == 0)
return;
// evil
((ImDrawData*)drawData)->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);
GLint last_sampler;
glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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);
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);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] = {
{2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f},
{0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f, 1.0f},
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
// 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, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
// Draw
for(int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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, g_ElementsHandle);
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)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w),
(int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_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);
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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]);
}

View file

@ -0,0 +1,12 @@
#pragma once
/// @DOC_SKIP (keyword to exclude this file from automatic README.md generation)
struct ImDrawData;
namespace ImGui {
void InitGL();
void ShutdownGL();
void RenderDrawDataGL(const ImDrawData* drawData);
} // namespace ImGui

View file

@ -0,0 +1,105 @@
/*
* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#include "imgui/backends/imgui_vk_extra.h"
#include "imgui/imgui_helper.h"
#include <backends/imgui_impl_vulkan.h>
static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {};
static void check_vk_result(VkResult err)
{
assert(err == VK_SUCCESS);
}
void ImGui::InitVK(VkDevice device, VkPhysicalDevice physicalDevice, VkQueue queue, uint32_t queueFamilyIndex, VkRenderPass pass, int subPassIndex)
{
VkResult err = VK_RESULT_MAX_ENUM;
std::vector<VkDescriptorPoolSize> poolSize{{VK_DESCRIPTOR_TYPE_SAMPLER, 1}, {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1}};
VkDescriptorPoolCreateInfo poolInfo{VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
poolInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
poolInfo.maxSets = 2;
poolInfo.poolSizeCount = static_cast<uint32_t>(poolSize.size());
poolInfo.pPoolSizes = poolSize.data();
vkCreateDescriptorPool(device, &poolInfo, nullptr, &g_VulkanInitInfo.DescriptorPool);
// Setup Platform/Renderer backends
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = VkInstance(666); // <--- WRONG need argument
init_info.PhysicalDevice = physicalDevice;
init_info.Device = device;
init_info.QueueFamily = queueFamilyIndex;
init_info.Queue = queue;
init_info.PipelineCache = VK_NULL_HANDLE;
init_info.DescriptorPool = g_VulkanInitInfo.DescriptorPool;
init_info.RenderPass = pass;
init_info.Subpass = subPassIndex;
init_info.MinImageCount = 2;
init_info.ImageCount = 3; // <--- WRONG need argument
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; // <--- need argument?
init_info.Allocator = nullptr;
init_info.CheckVkResultFn = nullptr;
ImGui_ImplVulkan_Init(&init_info);
g_VulkanInitInfo = init_info;
// Upload Fonts
VkCommandPool pool = VK_NULL_HANDLE;
VkCommandPoolCreateInfo createInfo{VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO};
createInfo.queueFamilyIndex = queueFamilyIndex;
err = vkCreateCommandPool(device, &createInfo, nullptr, &pool);
check_vk_result(err);
VkCommandBuffer cmd = VK_NULL_HANDLE;
VkCommandBufferAllocateInfo allocInfo{VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO};
allocInfo.commandPool = pool;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = 1;
err = vkAllocateCommandBuffers(device, &allocInfo, &cmd);
check_vk_result(err);
VkCommandBufferBeginInfo beginInfo{VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO};
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(cmd, &beginInfo);
check_vk_result(err);
ImGui_ImplVulkan_CreateFontsTexture();
err = vkEndCommandBuffer(cmd);
check_vk_result(err);
VkSubmitInfo submit{VK_STRUCTURE_TYPE_SUBMIT_INFO};
submit.commandBufferCount = 1;
submit.pCommandBuffers = &cmd;
err = vkQueueSubmit(queue, 1, &submit, VK_NULL_HANDLE);
check_vk_result(err);
err = vkDeviceWaitIdle(device);
check_vk_result(err);
vkFreeCommandBuffers(device, pool, 1, &cmd);
vkDestroyCommandPool(device, pool, nullptr);
}
void ImGui::ShutdownVK()
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkan_Shutdown();
vkDestroyDescriptorPool(v->Device, v->DescriptorPool, v->Allocator);
}

View file

@ -0,0 +1,26 @@
/*
* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/// @DOC_SKIP (keyword to exclude this file from automatic README.md generation)
#include <backends/imgui_impl_vulkan.h>
namespace ImGui {
void InitVK(VkDevice device, VkPhysicalDevice physicalDevice, VkQueue queue, uint32_t queueFamilyIndex, VkRenderPass pass, int subPassIndex = 0);
void ShutdownVK();
} // namespace ImGui