libs/imgui/src/eu/imgui/ui.cc
| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | #include "eu/imgui/ui.h" | ||
| 2 | |||
| 3 | // #include "klotter/cint.h" | ||
| 4 | |||
| 5 | #include "eu/core/ui.h" | ||
| 6 | #include "eu/render/texture.h" | ||
| 7 | #include "eu/render/dependency_glad.h" | ||
| 8 | |||
| 9 | #include <iostream> | ||
| 10 | |||
| 11 | #include "dear_imgui/imgui.h" | ||
| 12 | |||
| 13 | namespace eu::imgui | ||
| 14 | { | ||
| 15 | |||
| 16 | // opengl code copied from the imgui opengl3 backend with minor modifications | ||
| 17 | // todo(Gustav): should we use the imgui backend code for "backend" rendering or use our own shader? | ||
| 18 | |||
| 19 | ✗ | static bool check_imgui_shader(GLuint handle, const char* desc) | |
| 20 | { | ||
| 21 | ✗ | GLint status = 0; | |
| 22 | ✗ | GLint log_length = 0; | |
| 23 | |||
| 24 | ✗ | glGetShaderiv(handle, GL_COMPILE_STATUS, &status); | |
| 25 | ✗ | glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); | |
| 26 | ✗ | if (status == GL_FALSE) | |
| 27 | { | ||
| 28 | ✗ | std::cerr << "ERROR: Shader code: failed to compile " << desc << "!\n"; | |
| 29 | } | ||
| 30 | |||
| 31 | ✗ | if (log_length > 1) | |
| 32 | { | ||
| 33 | ✗ | std::vector<GLchar> buf; | |
| 34 | ✗ | buf.resize(sizet_from_int(log_length + 1)); | |
| 35 | ✗ | glGetShaderInfoLog(handle, log_length, nullptr, buf.data()); | |
| 36 | ✗ | std::cerr << buf.data(); | |
| 37 | ✗ | } | |
| 38 | ✗ | return status == GL_TRUE; | |
| 39 | } | ||
| 40 | |||
| 41 | ✗ | static bool imgui_check_program(GLuint handle, const char* desc) | |
| 42 | { | ||
| 43 | ✗ | GLint status = 0; | |
| 44 | ✗ | GLint log_length = 0; | |
| 45 | ✗ | glGetProgramiv(handle, GL_LINK_STATUS, &status); | |
| 46 | ✗ | glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); | |
| 47 | ✗ | if (status == GL_FALSE) | |
| 48 | { | ||
| 49 | ✗ | std::cerr << "ERROR: Shader program: failed to link " << desc << "!\n"; | |
| 50 | } | ||
| 51 | |||
| 52 | ✗ | if (log_length > 1) | |
| 53 | { | ||
| 54 | ✗ | std::vector<GLchar> buf; | |
| 55 | ✗ | buf.resize(sizet_from_int(log_length + 1)); | |
| 56 | ✗ | glGetProgramInfoLog(handle, log_length, nullptr, buf.data()); | |
| 57 | ✗ | std::cerr << buf.data(); | |
| 58 | ✗ | } | |
| 59 | ✗ | return status == GL_TRUE; | |
| 60 | } | ||
| 61 | |||
| 62 | ✗ | void imgui_destroy_shader(ImguiShaderProgram* bd) | |
| 63 | { | ||
| 64 | ✗ | if (bd->program_handle == 0) | |
| 65 | { | ||
| 66 | ✗ | return; | |
| 67 | } | ||
| 68 | |||
| 69 | ✗ | glDeleteProgram(bd->program_handle); | |
| 70 | ✗ | bd->program_handle = 0; | |
| 71 | } | ||
| 72 | |||
| 73 | ✗ | ImguiShaderProgram imgui_load_shader(const char* glsl_version_string, const char* vertex_shader, const char* fragment_shader) | |
| 74 | { | ||
| 75 | // Create shaders | ||
| 76 | ✗ | const GLchar* vertex_shader_with_version[2] = {glsl_version_string, vertex_shader}; | |
| 77 | ✗ | const auto vert_handle = glCreateShader(GL_VERTEX_SHADER); | |
| 78 | ✗ | glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); | |
| 79 | ✗ | glCompileShader(vert_handle); | |
| 80 | ✗ | if (! check_imgui_shader(vert_handle, "vertex shader")) | |
| 81 | { | ||
| 82 | ✗ | return {}; | |
| 83 | } | ||
| 84 | |||
| 85 | ✗ | const GLchar* fragment_shader_with_version[2] = {glsl_version_string, fragment_shader}; | |
| 86 | ✗ | const auto frag_handle = glCreateShader(GL_FRAGMENT_SHADER); | |
| 87 | ✗ | glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); | |
| 88 | ✗ | glCompileShader(frag_handle); | |
| 89 | |||
| 90 | ✗ | if (! check_imgui_shader(frag_handle, "fragment shader")) | |
| 91 | { | ||
| 92 | ✗ | return {}; | |
| 93 | } | ||
| 94 | |||
| 95 | // Link | ||
| 96 | ✗ | ImguiShaderProgram prog; | |
| 97 | ✗ | prog.program_handle = glCreateProgram(); | |
| 98 | ✗ | glAttachShader(prog.program_handle, vert_handle); | |
| 99 | ✗ | glAttachShader(prog.program_handle, frag_handle); | |
| 100 | ✗ | glLinkProgram(prog.program_handle); | |
| 101 | ✗ | if (! imgui_check_program(prog.program_handle, "shader program")) | |
| 102 | { | ||
| 103 | ✗ | imgui_destroy_shader(&prog); | |
| 104 | ✗ | return {}; | |
| 105 | } | ||
| 106 | |||
| 107 | ✗ | glDetachShader(prog.program_handle, vert_handle); | |
| 108 | ✗ | glDetachShader(prog.program_handle, frag_handle); | |
| 109 | ✗ | glDeleteShader(vert_handle); | |
| 110 | ✗ | glDeleteShader(frag_handle); | |
| 111 | |||
| 112 | ✗ | prog.texture_attrib = glGetUniformLocation(prog.program_handle, "Texture"); | |
| 113 | ✗ | prog.projection_attrib = glGetUniformLocation(prog.program_handle, "ProjMtx"); | |
| 114 | ✗ | return prog; | |
| 115 | } | ||
| 116 | |||
| 117 | constexpr auto dear_imgui_shader_version = "#version 330 core\n"; | ||
| 118 | |||
| 119 | constexpr auto linear_to_gamma_glsl_vert = R"glsl( | ||
| 120 | layout (location = 0) in vec2 Position; | ||
| 121 | layout (location = 1) in vec2 UV; | ||
| 122 | layout (location = 2) in vec4 Color; | ||
| 123 | uniform mat4 ProjMtx; | ||
| 124 | out vec2 Frag_UV; | ||
| 125 | out vec4 Frag_Color; | ||
| 126 | void main() | ||
| 127 | { | ||
| 128 | Frag_UV = UV; | ||
| 129 | Frag_Color = Color; | ||
| 130 | gl_Position = ProjMtx * vec4(Position.xy,0,1); | ||
| 131 | } | ||
| 132 | )glsl"; | ||
| 133 | |||
| 134 | constexpr auto linear_to_gamma_glsl_frag = R"glsl( | ||
| 135 | in vec2 Frag_UV; | ||
| 136 | in vec4 Frag_Color; | ||
| 137 | uniform sampler2D Texture; | ||
| 138 | layout (location = 0) out vec4 Out_Color; | ||
| 139 | void main() | ||
| 140 | { | ||
| 141 | vec4 sample = texture(Texture, Frag_UV.st); | ||
| 142 | vec3 color = sample.rgb / (sample.rgb + vec3(1.0f)); // reinhard tone mapping | ||
| 143 | float gamma = 2.2f; | ||
| 144 | vec3 gamma_corrected = pow(color.rgb, vec3(1.0f/gamma)); | ||
| 145 | Out_Color = Frag_Color * vec4(gamma_corrected, sample.a); | ||
| 146 | } | ||
| 147 | )glsl"; | ||
| 148 | |||
| 149 | |||
| 150 | constexpr auto depth_ortho_glsl_vert = R"glsl( | ||
| 151 | layout (location = 0) in vec2 Position; | ||
| 152 | layout (location = 1) in vec2 UV; | ||
| 153 | layout (location = 2) in vec4 Color; | ||
| 154 | uniform mat4 ProjMtx; | ||
| 155 | out vec2 Frag_UV; | ||
| 156 | out vec4 Frag_Color; | ||
| 157 | void main() | ||
| 158 | { | ||
| 159 | Frag_UV = UV; | ||
| 160 | Frag_Color = Color; | ||
| 161 | gl_Position = ProjMtx * vec4(Position.xy,0,1); | ||
| 162 | } | ||
| 163 | )glsl"; | ||
| 164 | |||
| 165 | constexpr auto depth_ortho_glsl_frag = R"glsl( | ||
| 166 | in vec2 Frag_UV; | ||
| 167 | in vec4 Frag_Color; | ||
| 168 | uniform sampler2D Texture; | ||
| 169 | layout (location = 0) out vec4 Out_Color; | ||
| 170 | |||
| 171 | void main() | ||
| 172 | { | ||
| 173 | vec4 sample = texture(Texture, Frag_UV.st); | ||
| 174 | Out_Color = Frag_Color * vec4(vec3(sample.r), 1); | ||
| 175 | } | ||
| 176 | )glsl"; | ||
| 177 | |||
| 178 | |||
| 179 | ✗ | ImguiShaderCache::ImguiShaderCache() | |
| 180 | ✗ | : linear_to_gamma_shader(imgui_load_shader(dear_imgui_shader_version, | |
| 181 | linear_to_gamma_glsl_vert, linear_to_gamma_glsl_frag)) | ||
| 182 | ✗ | , depth_ortho_shader(imgui_load_shader(dear_imgui_shader_version, | |
| 183 | depth_ortho_glsl_vert, depth_ortho_glsl_frag) | ||
| 184 | ) | ||
| 185 | { | ||
| 186 | ✗ | } | |
| 187 | |||
| 188 | ✗ | ImguiShaderCache::~ImguiShaderCache() | |
| 189 | { | ||
| 190 | ✗ | imgui_destroy_shader(&linear_to_gamma_shader); | |
| 191 | ✗ | imgui_destroy_shader(&depth_ortho_shader); | |
| 192 | ✗ | } | |
| 193 | |||
| 194 | |||
| 195 | ✗ | void imgui_set_shared_shader_params(ImguiShaderProgram* prog) | |
| 196 | { | ||
| 197 | ✗ | ImDrawData* draw_data = ImGui::GetDrawData(); | |
| 198 | |||
| 199 | ✗ | const auto le = draw_data->DisplayPos.x; | |
| 200 | ✗ | const auto ri = draw_data->DisplayPos.x + draw_data->DisplaySize.x; | |
| 201 | ✗ | const auto to = draw_data->DisplayPos.y; | |
| 202 | ✗ | const auto bo = draw_data->DisplayPos.y + draw_data->DisplaySize.y; | |
| 203 | |||
| 204 | ✗ | const float ortho_projection[4][4] = { | |
| 205 | ✗ | {2.0f / (ri - le), 0.0f, 0.0f, 0.0f}, | |
| 206 | ✗ | {0.0f, 2.0f / (to - bo), 0.0f, 0.0f}, | |
| 207 | {0.0f, 0.0f, -1.0f, 0.0f}, | ||
| 208 | ✗ | {(ri + le) / (le - ri), (to + bo) / (bo - to), 0.0f, 1.0f}, | |
| 209 | ✗ | }; | |
| 210 | ✗ | glUseProgram(prog->program_handle); | |
| 211 | ✗ | glUniform1i(prog->texture_attrib, 0); | |
| 212 | ✗ | glUniformMatrix4fv(prog->projection_attrib, 1, GL_FALSE, &ortho_projection[0][0]); | |
| 213 | ✗ | } | |
| 214 | |||
| 215 | ✗ | void im_draw_callback_linear_to_gamma(const ImDrawList*, const ImDrawCmd* cmd) | |
| 216 | { | ||
| 217 | ✗ | auto* prog = static_cast<ImguiShaderProgram*>(cmd->UserCallbackData); | |
| 218 | |||
| 219 | ✗ | imgui_set_shared_shader_params(prog); | |
| 220 | ✗ | } | |
| 221 | |||
| 222 | ✗ | void im_draw_callback_depth_ortho(const ImDrawList*, const ImDrawCmd* cmd) | |
| 223 | { | ||
| 224 | ✗ | auto* prog = static_cast<ImguiShaderProgram*>(cmd->UserCallbackData); | |
| 225 | |||
| 226 | ✗ | imgui_set_shared_shader_params(prog); | |
| 227 | ✗ | } | |
| 228 | |||
| 229 | |||
| 230 | |||
| 231 | ✗ | void imgui_text(const std::string& str) | |
| 232 | { | ||
| 233 | ✗ | ImGui::Text("%s", str.c_str()); | |
| 234 | ✗ | } | |
| 235 | |||
| 236 | |||
| 237 | |||
| 238 | ✗ | static void draw_imgui_image(const render::FrameBuffer& img, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& border_col, ImguiShaderCache* cache, ImageShader shader) | |
| 239 | { | ||
| 240 | ✗ | ImDrawList* draw_list = ImGui::GetWindowDrawList(); | |
| 241 | |||
| 242 | // set shader | ||
| 243 | ✗ | switch (shader) | |
| 244 | { | ||
| 245 | ✗ | case ImageShader::TonemapAndGamma: | |
| 246 | ✗ | draw_list->AddCallback(im_draw_callback_linear_to_gamma, &cache->linear_to_gamma_shader); | |
| 247 | ✗ | break; | |
| 248 | ✗ | case ImageShader::DepthOrtho: | |
| 249 | ✗ | draw_list->AddCallback(im_draw_callback_depth_ortho, &cache->depth_ortho_shader); | |
| 250 | ✗ | break; | |
| 251 | ✗ | case ImageShader::None: | |
| 252 | // no shader | ||
| 253 | ✗ | break; | |
| 254 | } | ||
| 255 | |||
| 256 | // draw image | ||
| 257 | ✗ | ImGui::ImageWithBg(img.id, image_size, uv0, uv1, border_col); | |
| 258 | |||
| 259 | // reset shader | ||
| 260 | ✗ | if (shader != ImageShader::None) | |
| 261 | { | ||
| 262 | ✗ | draw_list->AddCallback(ImDrawCallback_ResetRenderState, nullptr); | |
| 263 | } | ||
| 264 | ✗ | } | |
| 265 | |||
| 266 | |||
| 267 | ✗ | static v2 v2_from_vec(const ImVec2& v) | |
| 268 | { | ||
| 269 | ✗ | return {v.x, v.y}; | |
| 270 | } | ||
| 271 | |||
| 272 | |||
| 273 | ✗ | static void image_tooltip(const render::FrameBuffer& texture_id, const ImVec2 texture_size, const float& region_size, const float& hover_size, | |
| 274 | const ImVec2 mouse_pos, const ImVec2 widget_size, const ImVec2 pos, const ImVec4 border_col, ImguiShaderCache* cache, ImageShader shader) | ||
| 275 | { | ||
| 276 | ✗ | const auto region = core::calculate_region(v2_from_vec(mouse_pos), v2_from_vec(pos), v2_from_vec(texture_size), v2_from_vec(widget_size), region_size); | |
| 277 | ✗ | const auto flipped_region_y = texture_size.y - region.y; | |
| 278 | ✗ | const auto uv0 = ImVec2{region.x / texture_size.x, (flipped_region_y) / texture_size.y}; | |
| 279 | ✗ | const auto uv1 = ImVec2{(region.x + region_size) / texture_size.x, (flipped_region_y - region_size) / texture_size.y}; | |
| 280 | |||
| 281 | // todo(Gustav): can we display pixel value instead of where we are looking? is the region important information? | ||
| 282 | ✗ | imgui_text(fmt::format("UL: {} {}", region.x, region.y)); | |
| 283 | ✗ | imgui_text(fmt::format("LR: {} {}", region.x + region_size, region.y + region_size)); | |
| 284 | ✗ | draw_imgui_image(texture_id, ImVec2(hover_size, hover_size), uv0, uv1, border_col, cache, shader); | |
| 285 | ✗ | } | |
| 286 | |||
| 287 | |||
| 288 | |||
| 289 | ✗ | void imgui_image(const char* name, const render::FrameBuffer& img, ImguiShaderCache* cache, ImageShader shader) | |
| 290 | { | ||
| 291 | ✗ | const auto texture_size = ImVec2{float_from_int(img.size.width), float_from_int(img.size.height)}; | |
| 292 | |||
| 293 | // todo(Gustav): make the arguments widget_size and zoom level AND make them configurable (with scrolling) | ||
| 294 | static float widget_height = 100.0f; | ||
| 295 | static float region_size = 32.0f; | ||
| 296 | static float hover_size = 128.0f; | ||
| 297 | ✗ | const auto& io = ImGui::GetIO(); | |
| 298 | |||
| 299 | ✗ | imgui_text(fmt::format("{}: {}x{}", name, texture_size.x, texture_size.y)); | |
| 300 | |||
| 301 | ✗ | const auto widget_width = (texture_size.x / texture_size.y) * widget_height; | |
| 302 | ✗ | const auto widget_size = ImVec2{widget_width, widget_height}; | |
| 303 | |||
| 304 | ✗ | const auto pos = ImGui::GetCursorScreenPos(); | |
| 305 | ✗ | constexpr auto uv_min = ImVec2{0.0f, 1.0f}; // Top-left | |
| 306 | ✗ | constexpr auto uv_max = ImVec2{1.0f, 0.0f}; // Lower-right | |
| 307 | ✗ | const auto border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); | |
| 308 | |||
| 309 | static ImVec2 latest_tooltip; | ||
| 310 | static ImGuiID current_id = 0; | ||
| 311 | |||
| 312 | ✗ | const constexpr char* const popup_id = "image config popup"; | |
| 313 | |||
| 314 | ✗ | draw_imgui_image(img, widget_size, uv_min, uv_max, border_col, cache, shader); | |
| 315 | ✗ | const auto id = ImGui::GetID(name); | |
| 316 | |||
| 317 | ✗ | if (id == current_id && ImGui::BeginPopupContextItem(popup_id)) | |
| 318 | { | ||
| 319 | ✗ | ImGui::DragFloat("Base", &widget_height, 1.0f); | |
| 320 | ✗ | ImGui::DragFloat("Size", ®ion_size, 0.01f); | |
| 321 | ✗ | ImGui::DragFloat("Scale", &hover_size, 1.0f); | |
| 322 | ✗ | image_tooltip(img, texture_size, region_size, hover_size, latest_tooltip, widget_size, pos, border_col, cache, shader); | |
| 323 | ✗ | if (ImGui::Button("Close")) | |
| 324 | { | ||
| 325 | ✗ | ImGui::CloseCurrentPopup(); | |
| 326 | } | ||
| 327 | ✗ | ImGui::EndPopup(); | |
| 328 | } | ||
| 329 | ✗ | ImGui::OpenPopupOnItemClick(popup_id, ImGuiPopupFlags_MouseButtonRight); | |
| 330 | |||
| 331 | // todo(Gustav): look into SetItemTooltip and BeginItemTooltip from https://github.com/ocornut/imgui/releases/tag/v1.89.7 | ||
| 332 | ✗ | if (ImGui::IsItemHovered()) | |
| 333 | { | ||
| 334 | ✗ | current_id = id; | |
| 335 | ✗ | latest_tooltip = io.MousePos; | |
| 336 | ✗ | if (ImGui::BeginTooltip()) | |
| 337 | { | ||
| 338 | ✗ | image_tooltip(img, texture_size, region_size, hover_size, io.MousePos, widget_size, pos, border_col, cache, shader); | |
| 339 | ✗ | ImGui::EndTooltip(); | |
| 340 | } | ||
| 341 | } | ||
| 342 | ✗ | } | |
| 343 | |||
| 344 | |||
| 345 | |||
| 346 | ✗ | bool simple_gamma_slider(const char* label, float* gamma, float curve, float min_gamma, float max_gamma) | |
| 347 | { | ||
| 348 | ✗ | if (curve < 0.0f) | |
| 349 | { | ||
| 350 | ✗ | return ImGui::SliderFloat(label, gamma, min_gamma, max_gamma); | |
| 351 | } | ||
| 352 | |||
| 353 | // todo(Gustav): is this the correct way? it doesn't feel exactly right but perhaps that's just dear imgui | ||
| 354 | ✗ | const auto gamma_range = max_gamma - min_gamma; | |
| 355 | ✗ | const auto t = (*gamma - min_gamma) / (gamma_range); | |
| 356 | |||
| 357 | ✗ | auto slider_value = std::pow(t, 1.0f / curve); | |
| 358 | ✗ | if (ImGui::SliderFloat(label, &slider_value, 0.0f, 1.0f) == false) | |
| 359 | { | ||
| 360 | ✗ | return false; | |
| 361 | } | ||
| 362 | |||
| 363 | ✗ | const auto perceptual = std::pow(slider_value, curve); | |
| 364 | ✗ | *gamma = min_gamma + perceptual * gamma_range; | |
| 365 | ✗ | return true; | |
| 366 | } | ||
| 367 | |||
| 368 | |||
| 369 | ✗ | bool drag(const char* const label, v3* drag) | |
| 370 | { | ||
| 371 | ✗ | return ImGui::DragFloat3(label, drag->get_data_ptr()); | |
| 372 | } | ||
| 373 | |||
| 374 | ✗ | bool drag(const char* const label, Ypr* drag) | |
| 375 | { | ||
| 376 | float angles[3] = { | ||
| 377 | ✗ | drag->yaw.as_degrees(), | |
| 378 | ✗ | drag->pitch.as_degrees(), | |
| 379 | ✗ | drag->roll.as_degrees() | |
| 380 | ✗ | }; | |
| 381 | |||
| 382 | ✗ | const auto changed = ImGui::DragFloat3(label, angles, 1.0f, -360.0f, 360.0f); | |
| 383 | |||
| 384 | ✗ | if (changed) | |
| 385 | { | ||
| 386 | ✗ | drag->yaw = An::from_degrees(angles[0]); | |
| 387 | ✗ | drag->pitch = An::from_degrees(angles[1]); | |
| 388 | ✗ | drag->roll = An::from_degrees(angles[2]); | |
| 389 | } | ||
| 390 | |||
| 391 | ✗ | return changed; | |
| 392 | } | ||
| 393 | |||
| 394 | |||
| 395 | } | ||
| 396 | |||
| 397 |