GCC Code Coverage Report


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Coverage:
low: ≥ 0%
medium: ≥ 75.0%
high: ≥ 90.0%
Lines:
0 of 234, 0 excluded
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Functions:
0 of 24, 0 excluded
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Branches:
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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 #include <numbers>
11
12 #include "dear_imgui/imgui.h"
13
14 namespace eu::imgui
15 {
16
17 // opengl code copied from the imgui opengl3 backend with minor modifications
18 // todo(Gustav): should we use the imgui backend code for "backend" rendering or use our own shader?
19
20 static 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 static 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* 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* 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 constexpr auto dear_imgui_shader_version = "#version 330 core\n";
119
120 constexpr auto linear_to_gamma_glsl_vert = R"glsl(
121 layout (location = 0) in vec2 Position;
122 layout (location = 1) in vec2 UV;
123 layout (location = 2) in vec4 Color;
124 uniform mat4 ProjMtx;
125 out vec2 Frag_UV;
126 out vec4 Frag_Color;
127 void main()
128 {
129 Frag_UV = UV;
130 Frag_Color = Color;
131 gl_Position = ProjMtx * vec4(Position.xy,0,1);
132 }
133 )glsl";
134
135 constexpr auto linear_to_gamma_glsl_frag = R"glsl(
136 in vec2 Frag_UV;
137 in vec4 Frag_Color;
138 uniform sampler2D Texture;
139 layout (location = 0) out vec4 Out_Color;
140 void main()
141 {
142 vec4 sample = texture(Texture, Frag_UV.st);
143 vec3 color = sample.rgb / (sample.rgb + vec3(1.0f)); // reinhard tone mapping
144 float gamma = 2.2f;
145 vec3 gamma_corrected = pow(color.rgb, vec3(1.0f/gamma));
146 Out_Color = Frag_Color * vec4(gamma_corrected, sample.a);
147 }
148 )glsl";
149
150
151 constexpr auto depth_ortho_glsl_vert = R"glsl(
152 layout (location = 0) in vec2 Position;
153 layout (location = 1) in vec2 UV;
154 layout (location = 2) in vec4 Color;
155 uniform mat4 ProjMtx;
156 out vec2 Frag_UV;
157 out vec4 Frag_Color;
158 void main()
159 {
160 Frag_UV = UV;
161 Frag_Color = Color;
162 gl_Position = ProjMtx * vec4(Position.xy,0,1);
163 }
164 )glsl";
165
166 constexpr auto depth_ortho_glsl_frag = R"glsl(
167 in vec2 Frag_UV;
168 in vec4 Frag_Color;
169 uniform sampler2D Texture;
170 layout (location = 0) out vec4 Out_Color;
171
172 void main()
173 {
174 vec4 sample = texture(Texture, Frag_UV.st);
175 Out_Color = Frag_Color * vec4(vec3(sample.r), 1);
176 }
177 )glsl";
178
179
180 ImguiShaderCache::ImguiShaderCache()
181 : linear_to_gamma_shader(imgui_load_shader(dear_imgui_shader_version,
182 linear_to_gamma_glsl_vert, linear_to_gamma_glsl_frag))
183 , depth_ortho_shader(imgui_load_shader(dear_imgui_shader_version,
184 depth_ortho_glsl_vert, depth_ortho_glsl_frag)
185 )
186 {
187 }
188
189 ImguiShaderCache::~ImguiShaderCache()
190 {
191 imgui_destroy_shader(&linear_to_gamma_shader);
192 imgui_destroy_shader(&depth_ortho_shader);
193 }
194
195
196 void imgui_set_shared_shader_params(ImguiShaderProgram* prog)
197 {
198 ImDrawData* draw_data = ImGui::GetDrawData();
199
200 const auto le = draw_data->DisplayPos.x;
201 const auto ri = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
202 const auto to = draw_data->DisplayPos.y;
203 const auto bo = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
204
205 const float ortho_projection[4][4] = {
206 {2.0f / (ri - le), 0.0f, 0.0f, 0.0f},
207 {0.0f, 2.0f / (to - bo), 0.0f, 0.0f},
208 {0.0f, 0.0f, -1.0f, 0.0f},
209 {(ri + le) / (le - ri), (to + bo) / (bo - to), 0.0f, 1.0f},
210 };
211 glUseProgram(prog->program_handle);
212 glUniform1i(prog->texture_attrib, 0);
213 glUniformMatrix4fv(prog->projection_attrib, 1, GL_FALSE, &ortho_projection[0][0]);
214 }
215
216 void im_draw_callback_linear_to_gamma(const ImDrawList*, const ImDrawCmd* cmd)
217 {
218 auto* prog = static_cast<ImguiShaderProgram*>(cmd->UserCallbackData);
219
220 imgui_set_shared_shader_params(prog);
221 }
222
223 void im_draw_callback_depth_ortho(const ImDrawList*, const ImDrawCmd* cmd)
224 {
225 auto* prog = static_cast<ImguiShaderProgram*>(cmd->UserCallbackData);
226
227 imgui_set_shared_shader_params(prog);
228 }
229
230
231
232 void imgui_text(const std::string& str)
233 {
234 ImGui::Text("%s", str.c_str());
235 }
236
237
238
239 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)
240 {
241 ImDrawList* draw_list = ImGui::GetWindowDrawList();
242
243 // set shader
244 switch (shader)
245 {
246 case ImageShader::TonemapAndGamma:
247 draw_list->AddCallback(im_draw_callback_linear_to_gamma, &cache->linear_to_gamma_shader);
248 break;
249 case ImageShader::DepthOrtho:
250 draw_list->AddCallback(im_draw_callback_depth_ortho, &cache->depth_ortho_shader);
251 break;
252 case ImageShader::None:
253 // no shader
254 break;
255 }
256
257 // draw image
258 ImGui::ImageWithBg(img.id, image_size, uv0, uv1, border_col);
259
260 // reset shader
261 if (shader != ImageShader::None)
262 {
263 draw_list->AddCallback(ImDrawCallback_ResetRenderState, nullptr);
264 }
265 }
266
267
268 static v2 v2_from_vec(const ImVec2& v)
269 {
270 return {v.x, v.y};
271 }
272
273
274 static void image_tooltip(const render::FrameBuffer& texture_id, const ImVec2 texture_size, const float& region_size, const float& hover_size,
275 const ImVec2 mouse_pos, const ImVec2 widget_size, const ImVec2 pos, const ImVec4 border_col, ImguiShaderCache* cache, ImageShader shader)
276 {
277 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);
278 const auto flipped_region_y = texture_size.y - region.y;
279 const auto uv0 = ImVec2{region.x / texture_size.x, (flipped_region_y) / texture_size.y};
280 const auto uv1 = ImVec2{(region.x + region_size) / texture_size.x, (flipped_region_y - region_size) / texture_size.y};
281
282 // todo(Gustav): can we display pixel value instead of where we are looking? is the region important information?
283 imgui_text(fmt::format("UL: {} {}", region.x, region.y));
284 imgui_text(fmt::format("LR: {} {}", region.x + region_size, region.y + region_size));
285 draw_imgui_image(texture_id, ImVec2(hover_size, hover_size), uv0, uv1, border_col, cache, shader);
286 }
287
288
289
290 void imgui_image(const char* name, const render::FrameBuffer& img, ImguiShaderCache* cache, ImageShader shader)
291 {
292 const auto texture_size = ImVec2{float_from_int(img.size.width), float_from_int(img.size.height)};
293
294 // todo(Gustav): make the arguments widget_size and zoom level AND make them configurable (with scrolling)
295 static float widget_height = 100.0f;
296 static float region_size = 32.0f;
297 static float hover_size = 128.0f;
298 const auto& io = ImGui::GetIO();
299
300 imgui_text(fmt::format("{}: {}x{}", name, texture_size.x, texture_size.y));
301
302 const auto widget_width = (texture_size.x / texture_size.y) * widget_height;
303 const auto widget_size = ImVec2{widget_width, widget_height};
304
305 const auto pos = ImGui::GetCursorScreenPos();
306 constexpr auto uv_min = ImVec2{0.0f, 1.0f}; // Top-left
307 constexpr auto uv_max = ImVec2{1.0f, 0.0f}; // Lower-right
308 const auto border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border);
309
310 static ImVec2 latest_tooltip;
311 static ImGuiID current_id = 0;
312
313 const constexpr char* const popup_id = "image config popup";
314
315 draw_imgui_image(img, widget_size, uv_min, uv_max, border_col, cache, shader);
316 const auto id = ImGui::GetID(name);
317
318 if (id == current_id && ImGui::BeginPopupContextItem(popup_id))
319 {
320 ImGui::DragFloat("Base", &widget_height, 1.0f);
321 ImGui::DragFloat("Size", &region_size, 0.01f);
322 ImGui::DragFloat("Scale", &hover_size, 1.0f);
323 image_tooltip(img, texture_size, region_size, hover_size, latest_tooltip, widget_size, pos, border_col, cache, shader);
324 if (ImGui::Button("Close"))
325 {
326 ImGui::CloseCurrentPopup();
327 }
328 ImGui::EndPopup();
329 }
330 ImGui::OpenPopupOnItemClick(popup_id, ImGuiPopupFlags_MouseButtonRight);
331
332 // todo(Gustav): look into SetItemTooltip and BeginItemTooltip from https://github.com/ocornut/imgui/releases/tag/v1.89.7
333 if (ImGui::IsItemHovered())
334 {
335 current_id = id;
336 latest_tooltip = io.MousePos;
337 if (ImGui::BeginTooltip())
338 {
339 image_tooltip(img, texture_size, region_size, hover_size, io.MousePos, widget_size, pos, border_col, cache, shader);
340 ImGui::EndTooltip();
341 }
342 }
343 }
344
345
346
347 bool simple_gamma_slider(const char* label, float* gamma, float curve, float min_gamma, float max_gamma)
348 {
349 if (curve < 0.0f)
350 {
351 return ImGui::SliderFloat(label, gamma, min_gamma, max_gamma);
352 }
353
354 // todo(Gustav): is this the correct way? it doesn't feel exactly right but perhaps that's just dear imgui
355 const auto gamma_range = max_gamma - min_gamma;
356 const auto t = (*gamma - min_gamma) / (gamma_range);
357
358 auto slider_value = std::pow(t, 1.0f / curve);
359 if (ImGui::SliderFloat(label, &slider_value, 0.0f, 1.0f) == false)
360 {
361 return false;
362 }
363
364 const auto perceptual = std::pow(slider_value, curve);
365 *gamma = min_gamma + perceptual * gamma_range;
366 return true;
367 }
368
369
370 bool drag(const char* const label, v3* drag)
371 {
372 return ImGui::DragFloat3(label, drag->get_data_ptr());
373 }
374
375 bool drag(const char* const label, Ypr* drag)
376 {
377 float angles[3] = {
378 drag->yaw.as_degrees(),
379 drag->pitch.as_degrees(),
380 drag->roll.as_degrees()
381 };
382
383 const auto changed = ImGui::DragFloat3(label, angles, 1.0f, -360.0f, 360.0f);
384
385 if (changed)
386 {
387 drag->yaw = An::from_degrees(angles[0]);
388 drag->pitch = An::from_degrees(angles[1]);
389 drag->roll = An::from_degrees(angles[2]);
390 }
391
392 return changed;
393 }
394
395 float length2(const ImVec2& v)
396 {
397 return v.x* v.x + v.y * v.y;
398 }
399
400 float length(const ImVec2& v)
401 {
402 return std::sqrt(v.x * v.x + v.y * v.y);
403 }
404
405 ImVec2 normalize(const ImVec2& v, float len)
406 {
407 return v / len;
408 }
409 ImVec2 normalize(const ImVec2& v)
410 {
411 return normalize(v, length(v));
412 }
413
414 float dot(const ImVec2& lhs, const ImVec2& rhs)
415 {
416 return lhs.x * rhs.x + lhs.y * rhs.y;
417 }
418 bool is_positive(float f)
419 {
420 return f >= 0.0f;
421 }
422
423 struct GearState
424 {
425 ImVec2 pos;
426 int turns;
427 float orig;
428 };
429
430 // https://anttweakbar.sourceforge.io/doc/tools_anttweakbar_rotoslider.html
431 bool gear(const char* const label, float* drag)
432 {
433 static std::optional<GearState> state = std::nullopt;
434
435 const ImGuiButtonFlags flags = 0;
436 const float min_radius = 20.0f;
437 const float radius = min_radius;
438 const float one_turn = 10.0f;
439
440 const auto orig = state ? state->orig : *drag;
441
442 const auto& style = ImGui::GetStyle();
443
444 const float w = ImGui::CalcItemWidth();
445
446 const auto label_size = ImGui::CalcTextSize(label, nullptr, true);
447 const auto frame = ImVec2(w, label_size.y + style.FramePadding.y * 2.0f);
448 const auto extra = ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f);
449
450
451 const auto size = frame + extra;
452 const auto pos = ImGui::GetWindowPos() + ImGui::GetCursorPos();
453 const auto mp = ImGui::GetMousePos();
454 const auto center = mp - ImGui::GetMouseDragDelta();
455 const auto clicked = ImGui::InvisibleButton(label, size, flags);
456 const auto active = ImGui::IsItemActive();
457
458 auto* draw = ImGui::GetForegroundDrawList();
459
460 const auto bg_col = ImColor(100, 100, 100); // ImColor(style.Colors[ImGuiCol_ChildBg]);
461 const auto tx_col = ImColor(0, 0, 0); // ImColor(style.Colors[ImGuiCol_Text]);
462 const auto circle_col = ImColor(0, 0, 255);
463
464 draw->AddRectFilled(pos, pos + label_size, bg_col);
465 draw->AddText(pos, tx_col, label);
466
467 if (active)
468 {
469 const auto input = mp - center;
470 if (length2(input) > (min_radius * min_radius)) {
471 const auto dir_cur = normalize(input);
472 const auto ang_right = std::acos(dot(dir_cur, {1, 0})) * (180.0f/std::numbers::pi_v<float>);
473 const auto ang = dir_cur.y < 0 ? ang_right : 360 - ang_right;
474
475 int turns = -1;
476 if (state.has_value())
477 {
478 turns = state->turns;
479
480 const auto changed_y = is_positive(input.y) != is_positive(state->pos.y);
481 const auto on_right_side = input.x > 0 && state->pos.x > 0;
482 const auto changed_dir = changed_y && on_right_side;
483 if (changed_dir)
484 {
485 turns += is_positive(input.y) ? -1 : 1;
486 }
487 }
488 state = GearState
489 {
490 .pos = input,
491 .turns = turns,
492 .orig = orig
493 };
494
495 const auto new_ang = ang + static_cast<float>(turns) * 360.0f;
496 const auto val = orig + (new_ang / 360.0f) * one_turn;
497
498 if (drag)
499 {
500 *drag = val;
501 }
502 }
503 else
504 {
505 state = std::nullopt;
506 }
507
508 auto* fg = ImGui::GetForegroundDrawList();
509 fg->AddCircle(center, radius, circle_col, 8);
510 fg->AddLine(center, mp, circle_col);
511 }
512
513 return clicked;
514 }
515
516
517 }
518
519