add opengl2 sdl2 imgui implementation
This commit is contained in:
parent
0089093c7f
commit
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309
platform/imgui_sdl2_gl2.go
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309
platform/imgui_sdl2_gl2.go
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@ -0,0 +1,309 @@
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package platform
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import (
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"unsafe"
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"github.com/FooSoft/imgui-go"
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"github.com/go-gl/gl/v2.1/gl"
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"github.com/veandco/go-sdl2/sdl"
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)
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type imguiSdl2Gl2 struct {
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renderer *rendererGl2
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platform *platformSdl2
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}
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func newImguiSdl2Gl2(window *sdl.Window) *imguiSdl2Gl2 {
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return &imguiSdl2Gl2{
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renderer: newRendererGl2(window),
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platform: newPlatformSdl2(window),
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}
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}
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func (impl *imguiSdl2Gl2) NewFrame() {
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impl.platform.newFrame()
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impl.renderer.newFrame()
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}
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func (impl *imguiSdl2Gl2) Render(drawData imgui.DrawData) {
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impl.renderer.render(drawData)
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}
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func (impl *imguiSdl2Gl2) ProcessEvent(event sdl.Event) bool {
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return impl.platform.processEvent(event)
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}
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func (impl *imguiSdl2Gl2) Shutdown() {
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impl.renderer.shutdown()
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}
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type platformSdl2 struct {
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window *sdl.Window
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time uint64
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buttonsDown [3]bool
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}
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func newPlatformSdl2(window *sdl.Window) *platformSdl2 {
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keys := map[int]int{
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imgui.KeyTab: sdl.SCANCODE_TAB,
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imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
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imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
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imgui.KeyUpArrow: sdl.SCANCODE_UP,
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imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
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imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
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imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
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imgui.KeyHome: sdl.SCANCODE_HOME,
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imgui.KeyEnd: sdl.SCANCODE_END,
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imgui.KeyInsert: sdl.SCANCODE_INSERT,
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imgui.KeyDelete: sdl.SCANCODE_DELETE,
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imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
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imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
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imgui.KeyEnter: sdl.SCANCODE_RETURN,
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imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
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imgui.KeyA: sdl.SCANCODE_A,
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imgui.KeyC: sdl.SCANCODE_C,
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imgui.KeyV: sdl.SCANCODE_V,
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imgui.KeyX: sdl.SCANCODE_X,
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imgui.KeyY: sdl.SCANCODE_Y,
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imgui.KeyZ: sdl.SCANCODE_Z,
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}
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io := imgui.CurrentIO()
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for imguiKey, nativeKey := range keys {
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io.KeyMap(imguiKey, nativeKey)
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}
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return &platformSdl2{window: window}
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}
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func (plat *platformSdl2) newFrame() {
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io := imgui.CurrentIO()
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// Setup display size (every frame to accommodate for window resizing)
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windowWidth, windowHeight := plat.window.GetSize()
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io.SetDisplaySize(imgui.Vec2{X: float32(windowWidth), Y: float32(windowHeight)})
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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frequency := sdl.GetPerformanceFrequency()
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currentTime := sdl.GetPerformanceCounter()
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if plat.time > 0 {
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io.SetDeltaTime(float32(currentTime-plat.time) / float32(frequency))
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} else {
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io.SetDeltaTime(1.0 / 60.0)
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}
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plat.time = currentTime
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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x, y, state := sdl.GetMouseState()
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for i, button := range []uint32{sdl.BUTTON_LEFT, sdl.BUTTON_RIGHT, sdl.BUTTON_MIDDLE} {
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io.SetMouseButtonDown(i, plat.buttonsDown[i] || (state&sdl.Button(button)) != 0)
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plat.buttonsDown[i] = false
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}
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io.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
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func (plat *platformSdl2) processEvent(event sdl.Event) bool {
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switch io := imgui.CurrentIO(); event.GetType() {
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case sdl.MOUSEWHEEL:
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wheelEvent := event.(*sdl.MouseWheelEvent)
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var deltaX, deltaY float32
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if wheelEvent.X > 0 {
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deltaX++
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} else if wheelEvent.X < 0 {
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deltaX--
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}
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if wheelEvent.Y > 0 {
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deltaY++
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} else if wheelEvent.Y < 0 {
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deltaY--
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}
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return true
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case sdl.MOUSEBUTTONDOWN:
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buttonEvent := event.(*sdl.MouseButtonEvent)
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switch buttonEvent.Button {
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case sdl.BUTTON_LEFT:
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plat.buttonsDown[0] = true
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break
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case sdl.BUTTON_RIGHT:
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plat.buttonsDown[1] = true
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break
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case sdl.BUTTON_MIDDLE:
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plat.buttonsDown[2] = true
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break
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}
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return true
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case sdl.TEXTINPUT:
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inputEvent := event.(*sdl.TextInputEvent)
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io.AddInputCharacters(string(inputEvent.Text[:]))
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return true
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case sdl.KEYDOWN:
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keyEvent := event.(*sdl.KeyboardEvent)
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io.KeyPress(int(keyEvent.Keysym.Scancode))
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modState := int(sdl.GetModState())
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io.KeyShift(modState&sdl.KMOD_LSHIFT, modState&sdl.KMOD_RSHIFT)
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io.KeyCtrl(modState&sdl.KMOD_LCTRL, modState&sdl.KMOD_RCTRL)
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io.KeyAlt(modState&sdl.KMOD_LALT, modState&sdl.KMOD_RALT)
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case sdl.KEYUP:
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keyEvent := event.(*sdl.KeyboardEvent)
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io.KeyRelease(int(keyEvent.Keysym.Scancode))
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modState := int(sdl.GetModState())
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io.KeyShift(modState&sdl.KMOD_LSHIFT, modState&sdl.KMOD_RSHIFT)
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io.KeyCtrl(modState&sdl.KMOD_LCTRL, modState&sdl.KMOD_RCTRL)
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io.KeyAlt(modState&sdl.KMOD_LALT, modState&sdl.KMOD_RALT)
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return true
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}
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return false
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}
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type rendererGl2 struct {
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window *sdl.Window
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context *sdl.GLContext
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fontTexture uint32
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}
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func newRendererGl2(window *sdl.Window) *rendererGl2 {
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return &rendererGl2{window: window}
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}
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func (rend *rendererGl2) newFrame() {
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if rend.fontTexture == 0 {
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rend.createFontsTexture()
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}
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imgui.NewFrame()
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}
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// OpenGL2 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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func (rend *rendererGl2) render(drawData imgui.DrawData) {
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displayWidth, displayHeight := rend.window.GetSize()
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fbWidth, fbHeight := rend.window.GLGetDrawableSize()
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drawData.ScaleClipRects(imgui.Vec2{X: float32(fbWidth) / float32(displayWidth), Y: float32(fbHeight) / float32(displayHeight)})
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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var lastTexture int32
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gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &lastTexture)
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var lastPolygonMode [2]int32
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gl.GetIntegerv(gl.POLYGON_MODE, &lastPolygonMode[0])
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var lastViewport [4]int32
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gl.GetIntegerv(gl.VIEWPORT, &lastViewport[0])
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var lastScissorBox [4]int32
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gl.GetIntegerv(gl.SCISSOR_BOX, &lastScissorBox[0])
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gl.PushAttrib(gl.ENABLE_BIT | gl.COLOR_BUFFER_BIT | gl.TRANSFORM_BIT)
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.Disable(gl.CULL_FACE)
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.LIGHTING)
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gl.Disable(gl.COLOR_MATERIAL)
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gl.Enable(gl.SCISSOR_TEST)
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gl.EnableClientState(gl.VERTEX_ARRAY)
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gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
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gl.EnableClientState(gl.COLOR_ARRAY)
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gl.Enable(gl.TEXTURE_2D)
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gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
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// You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// gl.UseProgram(0)
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// Setup viewport, orthographic projection matrix
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// 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.
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gl.Viewport(0, 0, int32(fbWidth), int32(fbHeight))
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gl.MatrixMode(gl.PROJECTION)
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gl.PushMatrix()
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gl.LoadIdentity()
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gl.Ortho(0, float64(displayWidth), float64(displayHeight), 0, -1, 1)
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gl.MatrixMode(gl.MODELVIEW)
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gl.PushMatrix()
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gl.LoadIdentity()
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vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
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indexSize := imgui.IndexBufferLayout()
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drawType := gl.UNSIGNED_SHORT
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if indexSize == 4 {
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drawType = gl.UNSIGNED_INT
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}
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// Render command lists
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for _, commandList := range drawData.CommandLists() {
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vertexBuffer, _ := commandList.VertexBuffer()
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indexBuffer, _ := commandList.IndexBuffer()
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indexBufferOffset := uintptr(indexBuffer)
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gl.VertexPointer(2, gl.FLOAT, int32(vertexSize), unsafe.Pointer(uintptr(vertexBuffer)+uintptr(vertexOffsetPos)))
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gl.TexCoordPointer(2, gl.FLOAT, int32(vertexSize), unsafe.Pointer(uintptr(vertexBuffer)+uintptr(vertexOffsetUv)))
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gl.ColorPointer(4, gl.UNSIGNED_BYTE, int32(vertexSize), unsafe.Pointer(uintptr(vertexBuffer)+uintptr(vertexOffsetCol)))
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for _, command := range commandList.Commands() {
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if command.HasUserCallback() {
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command.CallUserCallback(commandList)
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} else {
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clipRect := command.ClipRect()
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gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
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gl.BindTexture(gl.TEXTURE_2D, uint32(command.TextureID()))
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gl.DrawElements(gl.TRIANGLES, int32(command.ElementCount()), uint32(drawType), unsafe.Pointer(indexBufferOffset))
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}
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indexBufferOffset += uintptr(command.ElementCount() * indexSize)
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}
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}
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// Restore modified state
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gl.DisableClientState(gl.COLOR_ARRAY)
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gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
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gl.DisableClientState(gl.VERTEX_ARRAY)
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gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture))
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gl.MatrixMode(gl.MODELVIEW)
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gl.PopMatrix()
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gl.MatrixMode(gl.PROJECTION)
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gl.PopMatrix()
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gl.PopAttrib()
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gl.PolygonMode(gl.FRONT, uint32(lastPolygonMode[0]))
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gl.PolygonMode(gl.BACK, uint32(lastPolygonMode[1]))
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gl.Viewport(lastViewport[0], lastViewport[1], lastViewport[2], lastViewport[3])
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gl.Scissor(lastScissorBox[0], lastScissorBox[1], lastScissorBox[2], lastScissorBox[3])
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}
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func (rend *rendererGl2) shutdown() {
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rend.destroyFontsTexture()
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}
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func (rend *rendererGl2) createFontsTexture() {
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// Build texture atlas
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io := imgui.CurrentIO()
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image := io.Fonts().TextureDataRGBA32()
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// Upload texture to graphics system
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var lastTexture int32
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gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &lastTexture)
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gl.GenTextures(1, &rend.fontTexture)
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gl.BindTexture(gl.TEXTURE_2D, rend.fontTexture)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(image.Width), int32(image.Height), 0, gl.RGBA, gl.UNSIGNED_BYTE, image.Pixels)
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// Store our identifier
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io.Fonts().SetTextureID(imgui.TextureID(rend.fontTexture))
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// Restore state
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gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture))
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}
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func (rend *rendererGl2) destroyFontsTexture() {
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if rend.fontTexture != 0 {
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gl.DeleteTextures(1, &rend.fontTexture)
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imgui.CurrentIO().Fonts().SetTextureID(0)
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rend.fontTexture = 0
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}
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}
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@ -2,6 +2,8 @@ package platform
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import (
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import (
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"errors"
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"errors"
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"runtime"
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"time"
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"github.com/FooSoft/imgui-go"
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"github.com/FooSoft/imgui-go"
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"github.com/go-gl/gl/v2.1/gl"
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"github.com/go-gl/gl/v2.1/gl"
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@ -19,6 +21,8 @@ func Init() error {
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return errors.New("platform is already initialized")
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return errors.New("platform is already initialized")
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}
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}
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runtime.LockOSThread()
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if err := sdl.Init(sdl.INIT_VIDEO); err != nil {
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if err := sdl.Init(sdl.INIT_VIDEO); err != nil {
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return err
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return err
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}
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}
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@ -31,9 +35,27 @@ func Init() error {
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return nil
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return nil
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}
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}
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func ProcessEvents() error {
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var terminate bool
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for !terminate {
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch event.(type) {
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case *sdl.QuitEvent:
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terminate = true
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break
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}
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}
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<-time.After(time.Millisecond * 25)
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|
}
|
||||||
|
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
func Shutdown() error {
|
func Shutdown() error {
|
||||||
if !platformIsInit {
|
if !platformIsInit {
|
||||||
return errors.New("platform is not yet initialized")
|
return errors.New("platform was not initialized")
|
||||||
}
|
}
|
||||||
|
|
||||||
for _, w := range platformWindows {
|
for _, w := range platformWindows {
|
||||||
|
Loading…
Reference in New Issue
Block a user