libs/imgui/src/eu/imgui/ui.cc
| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | #include "eu/imgui/ui.h" | ||
| 2 | |||
| 3 | #include "eu/core/ui.h" | ||
| 4 | #include "eu/render/texture.h" | ||
| 5 | #include "eu/render/dependency_glad.h" | ||
| 6 | |||
| 7 | #include <iostream> | ||
| 8 | #include <numbers> | ||
| 9 | |||
| 10 | #include "dear_imgui/imgui.h" | ||
| 11 | #include "dear_imgui/imgui_internal.h" | ||
| 12 | |||
| 13 | namespace eu::imgui | ||
| 14 | { | ||
| 15 | // opengl code copied from the imgui opengl3 backend with minor modifications | ||
| 16 | // todo(Gustav): should we use the imgui backend code for "backend" rendering or use our own shader? | ||
| 17 | |||
| 18 | namespace | ||
| 19 | { | ||
| 20 | ✗ | bool check_imgui_shader(GLuint handle, const char* desc) | |
| 21 | { | ||
| 22 | ✗ | GLint status = 0; | |
| 23 | ✗ | GLint log_length = 0; | |
| 24 | |||
| 25 | ✗ | glGetShaderiv(handle, GL_COMPILE_STATUS, &status); | |
| 26 | ✗ | glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); | |
| 27 | ✗ | if (status == GL_FALSE) | |
| 28 | { | ||
| 29 | ✗ | std::cerr << "ERROR: Shader code: failed to compile " << desc << "!\n"; | |
| 30 | } | ||
| 31 | |||
| 32 | ✗ | if (log_length > 1) | |
| 33 | { | ||
| 34 | ✗ | std::vector<GLchar> buf; | |
| 35 | ✗ | buf.resize(sizet_from_int(log_length + 1)); | |
| 36 | ✗ | glGetShaderInfoLog(handle, log_length, nullptr, buf.data()); | |
| 37 | ✗ | std::cerr << buf.data(); | |
| 38 | ✗ | } | |
| 39 | ✗ | return status == GL_TRUE; | |
| 40 | } | ||
| 41 | |||
| 42 | ✗ | bool imgui_check_program(GLuint handle, const char* desc) | |
| 43 | { | ||
| 44 | ✗ | GLint status = 0; | |
| 45 | ✗ | GLint log_length = 0; | |
| 46 | ✗ | glGetProgramiv(handle, GL_LINK_STATUS, &status); | |
| 47 | ✗ | glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); | |
| 48 | ✗ | if (status == GL_FALSE) | |
| 49 | { | ||
| 50 | ✗ | std::cerr << "ERROR: Shader program: failed to link " << desc << "!\n"; | |
| 51 | } | ||
| 52 | |||
| 53 | ✗ | if (log_length > 1) | |
| 54 | { | ||
| 55 | ✗ | std::vector<GLchar> buf; | |
| 56 | ✗ | buf.resize(sizet_from_int(log_length + 1)); | |
| 57 | ✗ | glGetProgramInfoLog(handle, log_length, nullptr, buf.data()); | |
| 58 | ✗ | std::cerr << buf.data(); | |
| 59 | ✗ | } | |
| 60 | ✗ | return status == GL_TRUE; | |
| 61 | } | ||
| 62 | |||
| 63 | ✗ | void imgui_destroy_shader(ImguiShaderProgram* bd) | |
| 64 | { | ||
| 65 | ✗ | if (bd->program_handle == 0) | |
| 66 | { | ||
| 67 | ✗ | return; | |
| 68 | } | ||
| 69 | |||
| 70 | ✗ | glDeleteProgram(bd->program_handle); | |
| 71 | ✗ | bd->program_handle = 0; | |
| 72 | } | ||
| 73 | |||
| 74 | ✗ | ImguiShaderProgram imgui_load_shader(const char* glsl_version_string, const char* vertex_shader, const char* fragment_shader) | |
| 75 | { | ||
| 76 | // Create shaders | ||
| 77 | ✗ | const GLchar* const vertex_shader_with_version[2] = { glsl_version_string, vertex_shader }; | |
| 78 | ✗ | const auto vert_handle = glCreateShader(GL_VERTEX_SHADER); | |
| 79 | ✗ | glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); | |
| 80 | ✗ | glCompileShader(vert_handle); | |
| 81 | ✗ | if (!check_imgui_shader(vert_handle, "vertex shader")) | |
| 82 | { | ||
| 83 | ✗ | return {}; | |
| 84 | } | ||
| 85 | |||
| 86 | ✗ | const GLchar* const fragment_shader_with_version[2] = { glsl_version_string, fragment_shader }; | |
| 87 | ✗ | const auto frag_handle = glCreateShader(GL_FRAGMENT_SHADER); | |
| 88 | ✗ | glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); | |
| 89 | ✗ | glCompileShader(frag_handle); | |
| 90 | |||
| 91 | ✗ | if (!check_imgui_shader(frag_handle, "fragment shader")) | |
| 92 | { | ||
| 93 | ✗ | return {}; | |
| 94 | } | ||
| 95 | |||
| 96 | // Link | ||
| 97 | ✗ | ImguiShaderProgram prog; | |
| 98 | ✗ | prog.program_handle = glCreateProgram(); | |
| 99 | ✗ | glAttachShader(prog.program_handle, vert_handle); | |
| 100 | ✗ | glAttachShader(prog.program_handle, frag_handle); | |
| 101 | ✗ | glLinkProgram(prog.program_handle); | |
| 102 | ✗ | if (!imgui_check_program(prog.program_handle, "shader program")) | |
| 103 | { | ||
| 104 | ✗ | imgui_destroy_shader(&prog); | |
| 105 | ✗ | return {}; | |
| 106 | } | ||
| 107 | |||
| 108 | ✗ | glDetachShader(prog.program_handle, vert_handle); | |
| 109 | ✗ | glDetachShader(prog.program_handle, frag_handle); | |
| 110 | ✗ | glDeleteShader(vert_handle); | |
| 111 | ✗ | glDeleteShader(frag_handle); | |
| 112 | |||
| 113 | ✗ | prog.texture_attrib = glGetUniformLocation(prog.program_handle, "Texture"); | |
| 114 | ✗ | prog.projection_attrib = glGetUniformLocation(prog.program_handle, "ProjMtx"); | |
| 115 | ✗ | return prog; | |
| 116 | } | ||
| 117 | |||
| 118 | ✗ | void imgui_set_shared_shader_params(ImguiShaderProgram* prog) | |
| 119 | { | ||
| 120 | ✗ | const ImDrawData* draw_data = ImGui::GetDrawData(); | |
| 121 | |||
| 122 | ✗ | const auto le = draw_data->DisplayPos.x; | |
| 123 | ✗ | const auto ri = draw_data->DisplayPos.x + draw_data->DisplaySize.x; | |
| 124 | ✗ | const auto to = draw_data->DisplayPos.y; | |
| 125 | ✗ | const auto bo = draw_data->DisplayPos.y + draw_data->DisplaySize.y; | |
| 126 | |||
| 127 | ✗ | const float ortho_projection[4][4] = { | |
| 128 | ✗ | {2.0f / (ri - le), 0.0f, 0.0f, 0.0f}, | |
| 129 | ✗ | {0.0f, 2.0f / (to - bo), 0.0f, 0.0f}, | |
| 130 | {0.0f, 0.0f, -1.0f, 0.0f}, | ||
| 131 | ✗ | {(ri + le) / (le - ri), (to + bo) / (bo - to), 0.0f, 1.0f}, | |
| 132 | ✗ | }; | |
| 133 | ✗ | glUseProgram(prog->program_handle); | |
| 134 | ✗ | glUniform1i(prog->texture_attrib, 0); | |
| 135 | ✗ | glUniformMatrix4fv(prog->projection_attrib, 1, GL_FALSE, &ortho_projection[0][0]); | |
| 136 | ✗ | } | |
| 137 | |||
| 138 | ✗ | void im_draw_callback_linear_to_gamma(const ImDrawList*, const ImDrawCmd* cmd) | |
| 139 | { | ||
| 140 | ✗ | auto* prog = static_cast<ImguiShaderProgram*>(cmd->UserCallbackData); | |
| 141 | |||
| 142 | ✗ | imgui_set_shared_shader_params(prog); | |
| 143 | ✗ | } | |
| 144 | |||
| 145 | ✗ | void im_draw_callback_depth_ortho(const ImDrawList*, const ImDrawCmd* cmd) | |
| 146 | { | ||
| 147 | ✗ | auto* prog = static_cast<ImguiShaderProgram*>(cmd->UserCallbackData); | |
| 148 | |||
| 149 | ✗ | imgui_set_shared_shader_params(prog); | |
| 150 | ✗ | } | |
| 151 | |||
| 152 | ✗ | 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) | |
| 153 | { | ||
| 154 | ✗ | ImDrawList* draw_list = ImGui::GetWindowDrawList(); | |
| 155 | |||
| 156 | // set shader | ||
| 157 | ✗ | switch (shader) | |
| 158 | { | ||
| 159 | ✗ | case ImageShader::tonemap_and_gamma: | |
| 160 | ✗ | draw_list->AddCallback(im_draw_callback_linear_to_gamma, &cache->linear_to_gamma_shader); | |
| 161 | ✗ | break; | |
| 162 | ✗ | case ImageShader::depth_ortho: | |
| 163 | ✗ | draw_list->AddCallback(im_draw_callback_depth_ortho, &cache->depth_ortho_shader); | |
| 164 | ✗ | break; | |
| 165 | ✗ | case ImageShader::none: | |
| 166 | // no shader | ||
| 167 | ✗ | break; | |
| 168 | } | ||
| 169 | |||
| 170 | // draw image | ||
| 171 | ✗ | ImGui::ImageWithBg(img.id, image_size, uv0, uv1, border_col); | |
| 172 | |||
| 173 | // reset shader | ||
| 174 | ✗ | if (shader != ImageShader::none) | |
| 175 | { | ||
| 176 | ✗ | draw_list->AddCallback(ImDrawCallback_ResetRenderState, nullptr); | |
| 177 | } | ||
| 178 | ✗ | } | |
| 179 | |||
| 180 | ✗ | v2 v2_from_vec(const ImVec2& v) | |
| 181 | { | ||
| 182 | ✗ | return { v.x, v.y }; | |
| 183 | } | ||
| 184 | |||
| 185 | |||
| 186 | ✗ | void image_tooltip(const render::FrameBuffer& texture_id, const ImVec2 texture_size, const float& region_size, const float& hover_size, | |
| 187 | const ImVec2 mouse_pos, const ImVec2 widget_size, const ImVec2 pos, const ImVec4 border_col, ImguiShaderCache* cache, ImageShader shader) | ||
| 188 | { | ||
| 189 | ✗ | 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); | |
| 190 | ✗ | const auto flipped_region_y = texture_size.y - region.y; | |
| 191 | ✗ | const auto uv0 = ImVec2{ region.x / texture_size.x, flipped_region_y / texture_size.y }; | |
| 192 | ✗ | const auto uv1 = ImVec2{ (region.x + region_size) / texture_size.x, (flipped_region_y - region_size) / texture_size.y }; | |
| 193 | |||
| 194 | // todo(Gustav): can we display pixel value instead of where we are looking? is the region important information? | ||
| 195 | ✗ | imgui_text(fmt::format("UL: {} {}", region.x, region.y)); | |
| 196 | ✗ | imgui_text(fmt::format("LR: {} {}", region.x + region_size, region.y + region_size)); | |
| 197 | ✗ | draw_imgui_image(texture_id, ImVec2(hover_size, hover_size), uv0, uv1, border_col, cache, shader); | |
| 198 | ✗ | } | |
| 199 | |||
| 200 | ✗ | float length2(const ImVec2& v) | |
| 201 | { | ||
| 202 | ✗ | return v.x * v.x + v.y * v.y; | |
| 203 | } | ||
| 204 | |||
| 205 | ✗ | float length(const ImVec2& v) | |
| 206 | { | ||
| 207 | ✗ | return std::sqrt(v.x * v.x + v.y * v.y); | |
| 208 | } | ||
| 209 | |||
| 210 | ✗ | ImVec2 normalize(const ImVec2& v, float len) | |
| 211 | { | ||
| 212 | ✗ | return v / len; | |
| 213 | } | ||
| 214 | |||
| 215 | ✗ | ImVec2 normalize(const ImVec2& v) | |
| 216 | { | ||
| 217 | ✗ | return normalize(v, length(v)); | |
| 218 | } | ||
| 219 | |||
| 220 | ✗ | float dot(const ImVec2& lhs, const ImVec2& rhs) | |
| 221 | { | ||
| 222 | ✗ | return lhs.x * rhs.x + lhs.y * rhs.y; | |
| 223 | } | ||
| 224 | |||
| 225 | ✗ | bool is_positive(float f) | |
| 226 | { | ||
| 227 | ✗ | return f >= 0.0f; | |
| 228 | } | ||
| 229 | |||
| 230 | struct GearState | ||
| 231 | { | ||
| 232 | ImGuiID id; | ||
| 233 | ImVec2 center; | ||
| 234 | ImVec2 pos; | ||
| 235 | int turns; | ||
| 236 | float orig; | ||
| 237 | std::optional<float> initial_angle; | ||
| 238 | }; | ||
| 239 | |||
| 240 | // dl functions are copied directly from ImDrawList with an additional starting angle and "special cases" removed. | ||
| 241 | |||
| 242 | ✗ | void dl_path_arc_to_n(ImDrawList* dl, const ImVec2& center, float radius, float a_min, float a_max, int num_segments, float ang) | |
| 243 | { | ||
| 244 | ✗ | if (radius < 0.5f) | |
| 245 | { | ||
| 246 | ✗ | dl->_Path.push_back(center); | |
| 247 | ✗ | return; | |
| 248 | } | ||
| 249 | |||
| 250 | // Note that we are adding a point at both a_min and a_max. | ||
| 251 | // If you are trying to draw a full closed circle you don't want the overlapping points! | ||
| 252 | ✗ | dl->_Path.reserve(dl->_Path.Size + (num_segments + 1)); | |
| 253 | ✗ | for (int segment_index = 0; segment_index <= num_segments; segment_index++) | |
| 254 | { | ||
| 255 | ✗ | const float a = a_min + (static_cast<float>(segment_index) / static_cast<float>(num_segments)) * (a_max - a_min); | |
| 256 | ✗ | dl->_Path.push_back(ImVec2(center.x + ImCos(a + ang) * radius, center.y + ImSin(a + ang) * radius)); | |
| 257 | } | ||
| 258 | } | ||
| 259 | |||
| 260 | ✗ | void dl_path_arc_to(ImDrawList* dl, const ImVec2& center, float radius, float a_min, float a_max, int num_segments, float ang) | |
| 261 | { | ||
| 262 | ✗ | if (radius < 0.5f) | |
| 263 | { | ||
| 264 | ✗ | dl->_Path.push_back(center); | |
| 265 | ✗ | return; | |
| 266 | } | ||
| 267 | |||
| 268 | ✗ | dl_path_arc_to_n(dl, center, radius, a_min, a_max, num_segments, ang); | |
| 269 | } | ||
| 270 | |||
| 271 | ✗ | void dl_add_circle(ImDrawList* dl, const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness, float ang) | |
| 272 | { | ||
| 273 | ✗ | if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) | |
| 274 | { | ||
| 275 | ✗ | return; | |
| 276 | } | ||
| 277 | |||
| 278 | // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) | ||
| 279 | ✗ | num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); | |
| 280 | |||
| 281 | // Because we are filling a closed shape we remove 1 from the count of segments/points | ||
| 282 | ✗ | const float a_max = (IM_PI * 2.0f) * (static_cast<float>(num_segments) - 1.0f) / static_cast<float>(num_segments); | |
| 283 | ✗ | dl_path_arc_to(dl, center, radius - 0.5f, 0.0f, a_max, num_segments - 1, ang); | |
| 284 | |||
| 285 | ✗ | dl->PathStroke(col, ImDrawFlags_Closed, thickness); | |
| 286 | } | ||
| 287 | |||
| 288 | |||
| 289 | ✗ | ImVec2 calc_button_size(const char* label, const ImVec2& size_arg = ImVec2(0, 0)) | |
| 290 | { | ||
| 291 | ✗ | const auto style = ImGui::GetStyle(); | |
| 292 | ✗ | const ImVec2 label_size = ImGui::CalcTextSize(label, nullptr, true); | |
| 293 | ✗ | ImVec2 size = ImGui::CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); | |
| 294 | ✗ | return size; | |
| 295 | } | ||
| 296 | |||
| 297 | // https://anttweakbar.sourceforge.io/doc/tools_anttweakbar_rotoslider.html | ||
| 298 | ✗ | bool gear_icon(const char* label, float* drag, const ImVec2& size) | |
| 299 | { | ||
| 300 | static std::optional<GearState> state = std::nullopt; | ||
| 301 | |||
| 302 | // config | ||
| 303 | ✗ | const auto circle_col = ImColor(100, 100, 255); | |
| 304 | ✗ | const float min_radius = 20.0f; | |
| 305 | ✗ | const float radius = min_radius; | |
| 306 | ✗ | const float one_turn = 10.0f; | |
| 307 | ✗ | constexpr float circle_thickness = 1.0f; | |
| 308 | ✗ | constexpr int gear_segments = 6; | |
| 309 | |||
| 310 | ✗ | const auto mp = ImGui::GetMousePos(); | |
| 311 | |||
| 312 | ✗ | ImGui::Button(label, size); | |
| 313 | ✗ | const auto id = ImGui::GetItemID(); | |
| 314 | ✗ | const auto active = ImGui::IsItemActive(); | |
| 315 | |||
| 316 | ✗ | if (active && state && state->id != id) | |
| 317 | { | ||
| 318 | // another id is active, but so are we => treat it as the previous lost the activity | ||
| 319 | ✗ | state = std::nullopt; | |
| 320 | } | ||
| 321 | |||
| 322 | ✗ | auto orig = state ? state->orig : *drag; | |
| 323 | ✗ | const auto center = state.has_value() ? state->center : mp; | |
| 324 | |||
| 325 | // interaction | ||
| 326 | ✗ | bool changed = false; | |
| 327 | ✗ | if (state.has_value() == false || state->id == id) | |
| 328 | { | ||
| 329 | // only change state if we are the interactive item or there is no interactive item | ||
| 330 | ✗ | if (active) | |
| 331 | { | ||
| 332 | ✗ | int turns = state ? state->turns : 0; | |
| 333 | ✗ | const auto input = mp - center; | |
| 334 | ✗ | std::optional<float> initial_angle = state ? state->initial_angle : std::nullopt; | |
| 335 | ✗ | if (length2(input) > (min_radius * min_radius)) | |
| 336 | { | ||
| 337 | ✗ | const auto dir_cur = normalize(input); | |
| 338 | ✗ | const auto ang_right = std::acos(dot(dir_cur, { 1, 0 })) * (180.0f / std::numbers::pi_v<float>); | |
| 339 | ✗ | const auto ang = dir_cur.y < 0 ? ang_right : 360 - ang_right; | |
| 340 | |||
| 341 | ✗ | if (initial_angle.has_value() == false) | |
| 342 | { | ||
| 343 | ✗ | initial_angle = ang; | |
| 344 | } | ||
| 345 | |||
| 346 | ✗ | if (state.has_value()) | |
| 347 | { | ||
| 348 | ✗ | const auto changed_y = is_positive(input.y) != is_positive(state->pos.y); | |
| 349 | ✗ | const auto on_right_side = input.x > 0 && state->pos.x > 0; | |
| 350 | ✗ | const auto changed_dir = changed_y && on_right_side; | |
| 351 | ✗ | if (changed_dir) | |
| 352 | { | ||
| 353 | ✗ | turns += is_positive(input.y) ? -1 : 1; | |
| 354 | } | ||
| 355 | } | ||
| 356 | ✗ | const auto new_ang = ang - *initial_angle + static_cast<float>(turns) * 360.0f; | |
| 357 | ✗ | const auto val = orig + (new_ang / 360.0f) * one_turn; | |
| 358 | |||
| 359 | ✗ | if (drag != nullptr) | |
| 360 | { | ||
| 361 | ✗ | *drag = val; | |
| 362 | ✗ | changed = true; | |
| 363 | } | ||
| 364 | } | ||
| 365 | else | ||
| 366 | { | ||
| 367 | ✗ | initial_angle = std::nullopt; | |
| 368 | ✗ | turns = 0; | |
| 369 | ✗ | orig = *drag; | |
| 370 | } | ||
| 371 | |||
| 372 | ✗ | state = GearState | |
| 373 | { | ||
| 374 | .id = id, | ||
| 375 | .center = center, | ||
| 376 | .pos = input, | ||
| 377 | .turns = turns, | ||
| 378 | .orig = orig, | ||
| 379 | .initial_angle = initial_angle | ||
| 380 | ✗ | }; | |
| 381 | } | ||
| 382 | else | ||
| 383 | { | ||
| 384 | ✗ | state = std::nullopt; | |
| 385 | } | ||
| 386 | } | ||
| 387 | |||
| 388 | // drawing | ||
| 389 | { | ||
| 390 | // draw gear | ||
| 391 | ✗ | if (active) | |
| 392 | { | ||
| 393 | ✗ | auto* fg = ImGui::GetForegroundDrawList(); | |
| 394 | // fg->AddCircle(center, radius, circle_col, gear_segments, thickness); | ||
| 395 | ✗ | constexpr auto segment_factor = 1.0f / static_cast<float>(gear_segments - 1); | |
| 396 | ✗ | const auto turn_factor = std::fmodf(*drag, one_turn) / one_turn; | |
| 397 | ✗ | const auto ang = (turn_factor + segment_factor) * -2.0f * IM_PI; | |
| 398 | ✗ | dl_add_circle(fg, center, radius, circle_col, gear_segments, circle_thickness, ang); | |
| 399 | |||
| 400 | // draw wrench instead? | ||
| 401 | ✗ | fg->AddLine(center, mp, circle_col); | |
| 402 | } | ||
| 403 | } | ||
| 404 | |||
| 405 | ✗ | return changed; | |
| 406 | } | ||
| 407 | } | ||
| 408 | } | ||
| 409 | |||
| 410 | |||
| 411 | |||
| 412 | namespace eu::imgui | ||
| 413 | { | ||
| 414 | constexpr auto dear_imgui_shader_version = "#version 330 core\n"; | ||
| 415 | |||
| 416 | constexpr auto linear_to_gamma_glsl_vert = R"glsl( | ||
| 417 | layout (location = 0) in vec2 Position; | ||
| 418 | layout (location = 1) in vec2 UV; | ||
| 419 | layout (location = 2) in vec4 Color; | ||
| 420 | uniform mat4 ProjMtx; | ||
| 421 | out vec2 Frag_UV; | ||
| 422 | out vec4 Frag_Color; | ||
| 423 | void main() | ||
| 424 | { | ||
| 425 | Frag_UV = UV; | ||
| 426 | Frag_Color = Color; | ||
| 427 | gl_Position = ProjMtx * vec4(Position.xy,0,1); | ||
| 428 | } | ||
| 429 | )glsl"; | ||
| 430 | |||
| 431 | constexpr auto linear_to_gamma_glsl_frag = R"glsl( | ||
| 432 | in vec2 Frag_UV; | ||
| 433 | in vec4 Frag_Color; | ||
| 434 | uniform sampler2D Texture; | ||
| 435 | layout (location = 0) out vec4 Out_Color; | ||
| 436 | void main() | ||
| 437 | { | ||
| 438 | vec4 sample = texture(Texture, Frag_UV.st); | ||
| 439 | vec3 color = sample.rgb / (sample.rgb + vec3(1.0f)); // reinhard tone mapping | ||
| 440 | float gamma = 2.2f; | ||
| 441 | vec3 gamma_corrected = pow(color.rgb, vec3(1.0f/gamma)); | ||
| 442 | Out_Color = Frag_Color * vec4(gamma_corrected, sample.a); | ||
| 443 | } | ||
| 444 | )glsl"; | ||
| 445 | |||
| 446 | |||
| 447 | constexpr auto depth_ortho_glsl_vert = R"glsl( | ||
| 448 | layout (location = 0) in vec2 Position; | ||
| 449 | layout (location = 1) in vec2 UV; | ||
| 450 | layout (location = 2) in vec4 Color; | ||
| 451 | uniform mat4 ProjMtx; | ||
| 452 | out vec2 Frag_UV; | ||
| 453 | out vec4 Frag_Color; | ||
| 454 | void main() | ||
| 455 | { | ||
| 456 | Frag_UV = UV; | ||
| 457 | Frag_Color = Color; | ||
| 458 | gl_Position = ProjMtx * vec4(Position.xy,0,1); | ||
| 459 | } | ||
| 460 | )glsl"; | ||
| 461 | |||
| 462 | constexpr auto depth_ortho_glsl_frag = R"glsl( | ||
| 463 | in vec2 Frag_UV; | ||
| 464 | in vec4 Frag_Color; | ||
| 465 | uniform sampler2D Texture; | ||
| 466 | layout (location = 0) out vec4 Out_Color; | ||
| 467 | |||
| 468 | void main() | ||
| 469 | { | ||
| 470 | vec4 sample = texture(Texture, Frag_UV.st); | ||
| 471 | Out_Color = Frag_Color * vec4(vec3(sample.r), 1); | ||
| 472 | } | ||
| 473 | )glsl"; | ||
| 474 | |||
| 475 | |||
| 476 | ✗ | ImguiShaderCache::ImguiShaderCache() | |
| 477 | ✗ | : linear_to_gamma_shader(imgui_load_shader(dear_imgui_shader_version, | |
| 478 | linear_to_gamma_glsl_vert, linear_to_gamma_glsl_frag)) | ||
| 479 | ✗ | , depth_ortho_shader(imgui_load_shader(dear_imgui_shader_version, | |
| 480 | depth_ortho_glsl_vert, depth_ortho_glsl_frag) | ||
| 481 | ) | ||
| 482 | { | ||
| 483 | ✗ | } | |
| 484 | |||
| 485 | ✗ | ImguiShaderCache::~ImguiShaderCache() | |
| 486 | { | ||
| 487 | ✗ | imgui_destroy_shader(&linear_to_gamma_shader); | |
| 488 | ✗ | imgui_destroy_shader(&depth_ortho_shader); | |
| 489 | ✗ | } | |
| 490 | |||
| 491 | |||
| 492 | ✗ | void label(const char* label) | |
| 493 | { | ||
| 494 | ✗ | ImGuiWindow* window = ImGui::GetCurrentWindow(); | |
| 495 | ✗ | const float full_width = ImGui::GetContentRegionAvail().x; | |
| 496 | ✗ | const float item_width = full_width * 0.6f; | |
| 497 | ✗ | const ImVec2 text_size = ImGui::CalcTextSize(label); | |
| 498 | ✗ | ImRect text_rect; | |
| 499 | ✗ | text_rect.Min = ImGui::GetCursorScreenPos(); | |
| 500 | ✗ | text_rect.Max = text_rect.Min; | |
| 501 | ✗ | text_rect.Max.x += full_width - item_width; | |
| 502 | ✗ | text_rect.Max.y += text_size.y; | |
| 503 | |||
| 504 | ✗ | ImGui::AlignTextToFramePadding(); | |
| 505 | ✗ | text_rect.Min.y += window->DC.CurrLineTextBaseOffset; | |
| 506 | ✗ | text_rect.Max.y += window->DC.CurrLineTextBaseOffset; | |
| 507 | |||
| 508 | ✗ | ImGui::ItemSize(text_rect); | |
| 509 | ✗ | if (ImGui::ItemAdd(text_rect, window->GetID(label))) | |
| 510 | { | ||
| 511 | ✗ | constexpr float ellipsis_max = 3.0f; | |
| 512 | ✗ | ImGui::RenderTextEllipsis(ImGui::GetWindowDrawList(), text_rect.Min, text_rect.Max, ellipsis_max, label, nullptr, &text_size); | |
| 513 | |||
| 514 | ✗ | if (text_rect.GetWidth() < text_size.x && ImGui::IsItemHovered()) | |
| 515 | ✗ | ImGui::SetTooltip("%s", label); | |
| 516 | } | ||
| 517 | ✗ | ImGui::SameLine(); | |
| 518 | ✗ | ImGui::SetNextItemWidth(-1); | |
| 519 | ✗ | } | |
| 520 | |||
| 521 | |||
| 522 | ✗ | bool centered_button(const char* label) | |
| 523 | { | ||
| 524 | ✗ | const auto window_width = ImGui::GetContentRegionAvail().x; | |
| 525 | ✗ | const auto text_width = ImGui::CalcTextSize(label).x; | |
| 526 | ✗ | const auto padding_hor = ImGui::GetStyle().FramePadding.x * 2; // padding on both sides | |
| 527 | ✗ | const auto whitespace = window_width - text_width - padding_hor; | |
| 528 | ✗ | const float x = whitespace * 0.5f; | |
| 529 | ✗ | ImGui::SetCursorPosX(x); | |
| 530 | ✗ | return ImGui::Button(label); | |
| 531 | } | ||
| 532 | |||
| 533 | |||
| 534 | ✗ | void imgui_text(const std::string& str) | |
| 535 | { | ||
| 536 | ✗ | ImGui::Text("%s", str.c_str()); | |
| 537 | ✗ | } | |
| 538 | |||
| 539 | |||
| 540 | ✗ | void imgui_image(const char* name, const render::FrameBuffer& img, ImguiShaderCache* cache, ImageShader shader) | |
| 541 | { | ||
| 542 | ✗ | const auto texture_size = ImVec2{float_from_int(img.size.width), float_from_int(img.size.height)}; | |
| 543 | |||
| 544 | // todo(Gustav): make the arguments widget_size and zoom level AND make them configurable (with scrolling) | ||
| 545 | static float widget_height = 100.0f; | ||
| 546 | static float region_size = 32.0f; | ||
| 547 | static float hover_size = 128.0f; | ||
| 548 | ✗ | const auto& io = ImGui::GetIO(); | |
| 549 | |||
| 550 | ✗ | imgui_text(fmt::format("{}: {}x{}", name, texture_size.x, texture_size.y)); | |
| 551 | |||
| 552 | ✗ | const auto widget_width = (texture_size.x / texture_size.y) * widget_height; | |
| 553 | ✗ | const auto widget_size = ImVec2{widget_width, widget_height}; | |
| 554 | |||
| 555 | ✗ | const auto pos = ImGui::GetCursorScreenPos(); | |
| 556 | ✗ | constexpr auto uv_min = ImVec2{0.0f, 1.0f}; // Top-left | |
| 557 | ✗ | constexpr auto uv_max = ImVec2{1.0f, 0.0f}; // Lower-right | |
| 558 | ✗ | const auto border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); | |
| 559 | |||
| 560 | static ImVec2 latest_tooltip; | ||
| 561 | static ImGuiID current_id = 0; | ||
| 562 | |||
| 563 | ✗ | const constexpr char* const popup_id = "image config popup"; | |
| 564 | |||
| 565 | ✗ | draw_imgui_image(img, widget_size, uv_min, uv_max, border_col, cache, shader); | |
| 566 | ✗ | const auto id = ImGui::GetID(name); | |
| 567 | |||
| 568 | ✗ | if (id == current_id && ImGui::BeginPopupContextItem(popup_id)) | |
| 569 | { | ||
| 570 | ✗ | ImGui::DragFloat("Base", &widget_height, 1.0f); | |
| 571 | ✗ | ImGui::DragFloat("Size", ®ion_size, 0.01f); | |
| 572 | ✗ | ImGui::DragFloat("Scale", &hover_size, 1.0f); | |
| 573 | ✗ | image_tooltip(img, texture_size, region_size, hover_size, latest_tooltip, widget_size, pos, border_col, cache, shader); | |
| 574 | ✗ | if (ImGui::Button("Close")) | |
| 575 | { | ||
| 576 | ✗ | ImGui::CloseCurrentPopup(); | |
| 577 | } | ||
| 578 | ✗ | ImGui::EndPopup(); | |
| 579 | } | ||
| 580 | ✗ | ImGui::OpenPopupOnItemClick(popup_id, ImGuiPopupFlags_MouseButtonRight); | |
| 581 | |||
| 582 | // todo(Gustav): look into SetItemTooltip and BeginItemTooltip from https://github.com/ocornut/imgui/releases/tag/v1.89.7 | ||
| 583 | ✗ | if (ImGui::IsItemHovered()) | |
| 584 | { | ||
| 585 | ✗ | current_id = id; | |
| 586 | ✗ | latest_tooltip = io.MousePos; | |
| 587 | ✗ | if (ImGui::BeginTooltip()) | |
| 588 | { | ||
| 589 | ✗ | image_tooltip(img, texture_size, region_size, hover_size, io.MousePos, widget_size, pos, border_col, cache, shader); | |
| 590 | ✗ | ImGui::EndTooltip(); | |
| 591 | } | ||
| 592 | } | ||
| 593 | ✗ | } | |
| 594 | |||
| 595 | |||
| 596 | |||
| 597 | ✗ | bool simple_gamma_slider(const char* label, float* gamma, float curve, float min_gamma, float max_gamma) | |
| 598 | { | ||
| 599 | ✗ | if (curve < 0.0f) | |
| 600 | { | ||
| 601 | ✗ | return ImGui::SliderFloat(label, gamma, min_gamma, max_gamma); | |
| 602 | } | ||
| 603 | |||
| 604 | // todo(Gustav): is this the correct way? it doesn't feel exactly right but perhaps that's just dear imgui | ||
| 605 | ✗ | const auto gamma_range = max_gamma - min_gamma; | |
| 606 | ✗ | const auto t = (*gamma - min_gamma) / gamma_range; | |
| 607 | |||
| 608 | ✗ | auto slider_value = std::pow(t, 1.0f / curve); | |
| 609 | ✗ | if (ImGui::SliderFloat(label, &slider_value, 0.0f, 1.0f) == false) | |
| 610 | { | ||
| 611 | ✗ | return false; | |
| 612 | } | ||
| 613 | |||
| 614 | ✗ | const auto perceptual = std::pow(slider_value, curve); | |
| 615 | ✗ | *gamma = min_gamma + perceptual * gamma_range; | |
| 616 | ✗ | return true; | |
| 617 | } | ||
| 618 | |||
| 619 | |||
| 620 | ✗ | bool drag(const char* label, v3* drag) | |
| 621 | { | ||
| 622 | ✗ | return ImGui::DragFloat3(label, drag->get_data_ptr()); | |
| 623 | } | ||
| 624 | |||
| 625 | ✗ | bool drag(const char* label, Ypr* drag) | |
| 626 | { | ||
| 627 | float angles[3] = { | ||
| 628 | ✗ | drag->yaw.as_degrees(), | |
| 629 | ✗ | drag->pitch.as_degrees(), | |
| 630 | ✗ | drag->roll.as_degrees() | |
| 631 | ✗ | }; | |
| 632 | |||
| 633 | ✗ | const auto changed = ImGui::DragFloat3(label, angles, 1.0f, -360.0f, 360.0f); | |
| 634 | |||
| 635 | ✗ | if (changed) | |
| 636 | { | ||
| 637 | ✗ | drag->yaw = An::from_degrees(angles[0]); | |
| 638 | ✗ | drag->pitch = An::from_degrees(angles[1]); | |
| 639 | ✗ | drag->roll = An::from_degrees(angles[2]); | |
| 640 | } | ||
| 641 | |||
| 642 | ✗ | return changed; | |
| 643 | } | ||
| 644 | |||
| 645 | ✗ | bool gear(const char* label, v3* drag) | |
| 646 | { | ||
| 647 | ✗ | constexpr const char* gear_string = "."; | |
| 648 | ✗ | const auto gear_size = calc_button_size(gear_string); | |
| 649 | |||
| 650 | ✗ | auto& style = ImGui::GetStyle(); | |
| 651 | |||
| 652 | ✗ | bool value_changed = false; | |
| 653 | ✗ | ImGui::BeginGroup(); | |
| 654 | ✗ | ImGui::PushID(label); | |
| 655 | |||
| 656 | ✗ | const float w_items = ImMax(0.0f, ImGui::CalcItemWidth() - style.ItemInnerSpacing.x * (6 - 1) - gear_size.x * 3); | |
| 657 | ✗ | for (int item_index=0; item_index<3; item_index+=1) | |
| 658 | { | ||
| 659 | ✗ | ImGui::PushItemWidth(gear_size.x); | |
| 660 | ✗ | ImGui::PushItemWidth(w_items / 3); | |
| 661 | } | ||
| 662 | |||
| 663 | ✗ | const auto widget = [&](int i, float* p_data) | |
| 664 | { | ||
| 665 | ✗ | ImGui::PushID(i); | |
| 666 | ✗ | if (i > 0) | |
| 667 | { | ||
| 668 | ✗ | ImGui::SameLine(0, style.ItemInnerSpacing.x); | |
| 669 | } | ||
| 670 | ✗ | value_changed |= ImGui::DragFloat("", p_data); | |
| 671 | ✗ | ImGui::PopItemWidth(); | |
| 672 | ✗ | ImGui::SameLine(0, style.ItemInnerSpacing.x); | |
| 673 | ✗ | value_changed |= gear_icon(gear_string, p_data, gear_size); | |
| 674 | ✗ | ImGui::PopItemWidth(); | |
| 675 | ✗ | ImGui::PopID(); | |
| 676 | ✗ | }; | |
| 677 | ✗ | widget(0, &drag->x); | |
| 678 | ✗ | widget(1, &drag->y); | |
| 679 | ✗ | widget(2, &drag->z); | |
| 680 | ✗ | ImGui::PopID(); | |
| 681 | |||
| 682 | ✗ | const char* label_end = ImGui::FindRenderedTextEnd(label); | |
| 683 | ✗ | if (label != label_end) | |
| 684 | { | ||
| 685 | ✗ | ImGui::SameLine(0, style.ItemInnerSpacing.x); | |
| 686 | ✗ | ImGui::TextEx(label, label_end); | |
| 687 | } | ||
| 688 | |||
| 689 | ✗ | ImGui::EndGroup(); | |
| 690 | |||
| 691 | ✗ | return value_changed; | |
| 692 | } | ||
| 693 | |||
| 694 | } | ||
| 695 | |||
| 696 |