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ImGuiController.cs
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ImGuiController.cs
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using ImGuiNET;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using static DotGL.GL;
using System.Runtime.InteropServices;
using DotGLFW;
using System.Numerics;
namespace opengl_dotnet_template;
/// <summary>
/// A modified version of Veldrid.ImGui's ImGuiRenderer.
/// Manages input for ImGui and handles rendering ImGui's DrawLists with Veldrid.
/// </summary>
public class ImGuiController
{
private bool _frameBegun;
// private int _vertexArray;
// private int _vertexBuffer;
private int _vertexBufferSize;
// private int _indexBuffer;
private int _indexBufferSize;
private uint _fontTexture;
private uint _shader;
private int _windowWidth;
private int _windowHeight;
private System.Numerics.Vector2 _scaleFactor = System.Numerics.Vector2.One;
private Window _windowHandle;
/// <summary>
/// Constructs a new ImGuiController.
/// </summary>
public unsafe ImGuiController(Window windowHandle, int width, int height)
{
_windowHandle = windowHandle;
_windowWidth = width;
_windowHeight = height;
IntPtr context = ImGui.CreateContext();
ImGui.SetCurrentContext(context);
var io = ImGui.GetIO();
io.Fonts.AddFontDefault();
io.BackendFlags |= ImGuiBackendFlags.RendererHasVtxOffset;
CreateDeviceResources();
SetKeyMappings();
SetPerFrameImGuiData(1f / 60f);
ImGui.NewFrame();
_frameBegun = true;
Keyboard.OnChar += (sender, e) =>
{
PressChar(e);
};
Mouse.OnScroll += (sender, e) =>
{
MouseScroll(new Vector2(0f, e));
};
}
public void WindowResized(int width, int height)
{
_windowWidth = width;
_windowHeight = height;
}
private uint _vao;
private uint _vbo;
private uint _ebo;
private unsafe uint CreateShader(int shadertype, string source)
{
// Create either fragment or vertex shader
var shader = glCreateShader(shadertype);
// Set shader source
glShaderSource(shader, source);
// Compile shader
glCompileShader(shader);
return shader;
}
private unsafe uint CreateProgram(uint vertex, uint fragment)
{
// Create shader program
var program = glCreateProgram();
// Attach shaders
glAttachShader(program, vertex);
glAttachShader(program, fragment);
// Link program
glLinkProgram(program);
// Delete shaders
glDeleteShader(vertex);
glDeleteShader(fragment);
// Use program
glUseProgram(program);
return program;
}
public unsafe void CreateDeviceResources()
{
_vao = glGenVertexArray();
_vertexBufferSize = 10000;
_indexBufferSize = 2000;
_vbo = glGenBuffer();
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _vertexBufferSize, null, GL_DYNAMIC_DRAW);
_ebo = glGenBuffer();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _indexBufferSize, null, GL_DYNAMIC_DRAW);
glBindVertexArray(0);
RecreateFontDeviceTexture();
string VertexSource = @"#version 330 core
uniform mat4 projection_matrix;
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_texCoord;
layout(location = 2) in vec4 in_color;
out vec4 color;
out vec2 texCoord;
void main()
{
gl_Position = projection_matrix * vec4(in_position, 0, 1);
color = in_color;
texCoord = in_texCoord;
}";
string FragmentSource = @"#version 330 core
uniform sampler2D in_fontTexture;
in vec4 color;
in vec2 texCoord;
out vec4 outputColor;
void main()
{
outputColor = color * texture(in_fontTexture, texCoord);
}";
var vs = CreateShader(GL_VERTEX_SHADER, VertexSource);
var fs = CreateShader(GL_FRAGMENT_SHADER, FragmentSource);
_shader = CreateProgram(vs, fs);
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ebo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, false, Unsafe.SizeOf<ImDrawVert>(), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, false, Unsafe.SizeOf<ImDrawVert>(), (void*)8);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, true, Unsafe.SizeOf<ImDrawVert>(), (void*)16);
}
/// <summary>
/// Recreates the device texture used to render text.
/// </summary>
public unsafe void RecreateFontDeviceTexture()
{
ImGuiIOPtr io = ImGui.GetIO();
io.Fonts.GetTexDataAsRGBA32(out IntPtr pixels, out int width, out int height, out int bytesPerPixel);
// Create opengl texture with data
_fontTexture = glGenTexture();
glBindTexture(GL_TEXTURE_2D, _fontTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (void*)pixels);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (int)GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (int)GL_LINEAR);
// Store our identifier
io.Fonts.SetTexID((IntPtr)_fontTexture);
io.Fonts.ClearTexData();
}
/// <summary>
/// Renders the ImGui draw list data.
/// This method requires a <see cref="GraphicsDevice"/> because it may create new DeviceBuffers if the size of vertex
/// or index data has increased beyond the capacity of the existing buffers.
/// A <see cref="CommandList"/> is needed to submit drawing and resource update commands.
/// </summary>
public void Render()
{
if (_frameBegun)
{
_frameBegun = false;
ImGui.Render();
RenderImDrawData(ImGui.GetDrawData());
ImGui.EndFrame();
}
}
/// <summary>
/// Updates ImGui input and IO configuration state.
/// </summary>
public void Update(float deltaSeconds)
{
SetPerFrameImGuiData(deltaSeconds);
UpdateImGuiInput();
_frameBegun = true;
ImGui.NewFrame();
}
/// <summary>
/// Sets per-frame data based on the associated window.
/// This is called by Update(float).
/// </summary>
private void SetPerFrameImGuiData(float deltaSeconds)
{
ImGuiIOPtr io = ImGui.GetIO();
io.DisplaySize = new System.Numerics.Vector2(
_windowWidth / _scaleFactor.X,
_windowHeight / _scaleFactor.Y);
io.DisplayFramebufferScale = _scaleFactor;
io.DeltaTime = deltaSeconds; // DeltaTime is in seconds.
}
readonly List<char> PressedChars = new List<char>();
private bool IsMouseButtonDown(MouseButton button)
{
return Glfw.GetMouseButton(_windowHandle, button) == InputState.Press;
}
private bool IsKeyDown(Keys key)
{
return Glfw.GetKey(_windowHandle, key) == InputState.Press;
}
private Vector2 GetMousePositionInWindow()
{
Glfw.GetCursorPos(_windowHandle, out double x, out double y);
return new Vector2((float)x, (float)y);
}
private void UpdateImGuiInput()
{
ImGuiIOPtr io = ImGui.GetIO();
bool focused = Glfw.GetWindowAttrib(_windowHandle, WindowAttrib.Focused);
io.SetAppAcceptingEvents(focused);
io.AddFocusEvent(focused);
io.MouseDown[0] = IsMouseButtonDown(MouseButton.Left);
io.MouseDown[1] = IsMouseButtonDown(MouseButton.Right);
io.MouseDown[2] = IsMouseButtonDown(MouseButton.Middle);
io.MousePos = GetMousePositionInWindow();
foreach (Keys key in Enum.GetValues(typeof(Keys)))
{
if (key == Keys.Unknown)
{
continue;
}
io.KeysDown[(int)key] = IsKeyDown(key);
}
foreach (var c in PressedChars)
{
io.AddInputCharacter(c);
}
PressedChars.Clear();
io.KeyCtrl = IsKeyDown(Keys.LeftControl) || IsKeyDown(Keys.RightControl);
io.KeyAlt = IsKeyDown(Keys.LeftAlt) || IsKeyDown(Keys.RightAlt);
io.KeyShift = IsKeyDown(Keys.LeftShift) || IsKeyDown(Keys.RightShift);
io.KeySuper = IsKeyDown(Keys.LeftSuper) || IsKeyDown(Keys.RightSuper);
}
internal void PressChar(char keyChar)
{
PressedChars.Add(keyChar);
}
internal void MouseScroll(Vector2 offset)
{
ImGuiIOPtr io = ImGui.GetIO();
io.MouseWheel = offset.Y;
io.MouseWheelH = offset.X;
}
private static void SetKeyMappings()
{
ImGuiIOPtr io = ImGui.GetIO();
io.KeyMap[(int)ImGuiKey.Tab] = (int)Keys.Tab;
io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Keys.Left;
io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Keys.Right;
io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Keys.Up;
io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Keys.Down;
io.KeyMap[(int)ImGuiKey.PageUp] = (int)Keys.PageUp;
io.KeyMap[(int)ImGuiKey.PageDown] = (int)Keys.PageDown;
io.KeyMap[(int)ImGuiKey.Home] = (int)Keys.Home;
io.KeyMap[(int)ImGuiKey.End] = (int)Keys.End;
io.KeyMap[(int)ImGuiKey.Delete] = (int)Keys.Delete;
io.KeyMap[(int)ImGuiKey.Backspace] = (int)Keys.Backspace;
io.KeyMap[(int)ImGuiKey.Enter] = (int)Keys.Enter;
io.KeyMap[(int)ImGuiKey.Escape] = (int)Keys.Escape;
io.KeyMap[(int)ImGuiKey.A] = (int)Keys.A;
io.KeyMap[(int)ImGuiKey.C] = (int)Keys.C;
io.KeyMap[(int)ImGuiKey.V] = (int)Keys.V;
io.KeyMap[(int)ImGuiKey.X] = (int)Keys.X;
io.KeyMap[(int)ImGuiKey.Y] = (int)Keys.Y;
io.KeyMap[(int)ImGuiKey.Z] = (int)Keys.Z;
}
private unsafe void RenderImDrawData(ImDrawDataPtr draw_data)
{
if (draw_data.CmdListsCount == 0)
{
return;
}
for (int i = 0; i < draw_data.CmdListsCount; i++)
{
ImDrawListPtr cmd_list = draw_data.CmdListsRange[i];
int vertexSize = cmd_list.VtxBuffer.Size * Unsafe.SizeOf<ImDrawVert>();
if (vertexSize > _vertexBufferSize)
{
int newSize = (int)Math.Max(_vertexBufferSize * 1.5f, vertexSize);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, newSize, DotGL.GL.NULL, GL_DYNAMIC_DRAW);
_vertexBufferSize = newSize;
}
int indexSize = cmd_list.IdxBuffer.Size * sizeof(ushort);
if (indexSize > _indexBufferSize)
{
int newSize = (int)Math.Max(_indexBufferSize * 1.5f, indexSize);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, newSize, DotGL.GL.NULL, GL_DYNAMIC_DRAW);
_indexBufferSize = newSize;
}
}
// Setup orthographic projection matrix into our constant buffer
ImGuiIOPtr io = ImGui.GetIO();
Matrix4x4 mvp = Matrix4x4.CreateOrthographicOffCenter(
0.0f,
io.DisplaySize.X,
io.DisplaySize.Y,
0.0f,
-1.0f,
1.0f);
glUseProgram(_shader);
var loc = glGetUniformLocation(_shader, "projection_matrix");
glUniformMatrix4fv(loc, 1, false, (float*)&mvp);
loc = glGetUniformLocation(_shader, "in_fontTexture");
glUniform1i(loc, 0);
glBindVertexArray(_vao);
draw_data.ScaleClipRects(io.DisplayFramebufferScale);
int[] oldBlend = new int[1];
glGetIntegerv(GL_BLEND, ref oldBlend);
glEnable(GL_BLEND);
int[] oldScissor = new int[1];
glGetIntegerv(GL_SCISSOR_TEST, ref oldScissor);
glEnable(GL_SCISSOR_TEST);
int[] oldBlendEquation = new int[1];
glGetIntegerv(GL_BLEND_EQUATION, ref oldBlendEquation);
int[] oldBlendSrc = new int[1];
glGetIntegerv(GL_BLEND_SRC, ref oldBlendSrc);
int[] oldBlendDst = new int[1];
glGetIntegerv(GL_BLEND_DST, ref oldBlendDst);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
int[] oldCullFace = new int[1];
glGetIntegerv(GL_CULL_FACE, ref oldCullFace);
glDisable(GL_CULL_FACE);
int[] oldDepthTest = new int[1];
glGetIntegerv(GL_DEPTH_TEST, ref oldDepthTest);
glDisable(GL_DEPTH_TEST);
// Render command lists
for (int n = 0; n < draw_data.CmdListsCount; n++)
{
ImDrawListPtr cmd_list = draw_data.CmdListsRange[n];
//GL.NamedBufferSubData(_vertexBuffer, IntPtr.Zero, cmd_list.VtxBuffer.Size * Unsafe.SizeOf<ImDrawVert>(), cmd_list.VtxBuffer.Data);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, cmd_list.VtxBuffer.Size * Unsafe.SizeOf<ImDrawVert>(), (void*)cmd_list.VtxBuffer.Data, GL_DYNAMIC_DRAW);
//GL.NamedBufferSubData(_indexBuffer, IntPtr.Zero, cmd_list.IdxBuffer.Size * sizeof(ushort), cmd_list.IdxBuffer.Data);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, cmd_list.IdxBuffer.Size * sizeof(ushort), (void*)cmd_list.IdxBuffer.Data, GL_DYNAMIC_DRAW);
//Util.CheckGLError($"Data Idx {n}");
for (int cmd_i = 0; cmd_i < cmd_list.CmdBuffer.Size; cmd_i++)
{
ImDrawCmdPtr pcmd = cmd_list.CmdBuffer[cmd_i];
if (pcmd.UserCallback != IntPtr.Zero)
{
throw new NotImplementedException();
}
else
{
//GL.ActiveTexture(TextureUnit.Texture0);
glActiveTexture(GL_TEXTURE0);
//GL.BindTexture(TextureTarget.Texture2D, (int)pcmd.TextureId);
glBindTexture(GL_TEXTURE_2D, (uint)pcmd.TextureId);
//Util.CheckGLError("Texture");
// We do _windowHeight - (int)clip.W instead of (int)clip.Y because gl has flipped Y when it comes to these coordinates
var clip = pcmd.ClipRect;
//GL.Scissor((int)clip.X, _windowHeight - (int)clip.W, (int)(clip.Z - clip.X), (int)(clip.W - clip.Y));
glScissor((int)clip.X, _windowHeight - (int)clip.W, (int)(clip.Z - clip.X), (int)(clip.W - clip.Y));
//Util.CheckGLError("Scissor");
if ((io.BackendFlags & ImGuiBackendFlags.RendererHasVtxOffset) != 0)
{
//GL.DrawElementsBaseVertex(PrimitiveType.Triangles, (int)pcmd.ElemCount, DrawElementsType.UnsignedShort, (IntPtr)(idx_offset * sizeof(ushort)), vtx_offset);
glDrawElementsBaseVertex(GL_TRIANGLES, (int)pcmd.ElemCount, GL_UNSIGNED_SHORT, (void*)(pcmd.IdxOffset * sizeof(ushort)), (int)pcmd.VtxOffset);
}
else
{
//GL.DrawElements(BeginMode.Triangles, (int)pcmd.ElemCount, DrawElementsType.UnsignedShort, (int)pcmd.IdxOffset * sizeof(ushort));
glDrawElements(GL_TRIANGLES, (int)pcmd.ElemCount, GL_UNSIGNED_INT, (void*)(pcmd.IdxOffset * sizeof(ushort)));
}
//Util.CheckGLError("Draw");
}
//idx_offset += (int)pcmd.ElemCount;
}
}
//GL.Disable(EnableCap.Blend);
//glDisable(GL_BLEND);
//GL.Disable(EnableCap.ScissorTest);
//glDisable(GL_SCISSOR_TEST);
if (oldBlend[0] == 0)
{
glDisable(GL_BLEND);
}
if (oldScissor[0] == 0)
{
glDisable(GL_SCISSOR_TEST);
}
glBlendEquation(oldBlendEquation[0]);
glBlendFunc(oldBlendSrc[0], oldBlendDst[0]);
if (oldCullFace[0] == 1)
{
glEnable(GL_CULL_FACE);
}
if (oldDepthTest[0] == 1)
{
glEnable(GL_DEPTH_TEST);
}
glUseProgram(0);
}
}