ref: e4258fc1e8644d84267a44698c5be9882b3efc97
dir: /player/nuklear_sdl_gl3.h/
/* * Nuklear - 1.32.0 - public domain * no warrenty implied; use at your own risk. * authored from 2015-2016 by Micha Mettke */ /* * ============================================================== * * API * * =============================================================== */ #ifndef NK_SDL_GL3_H_ #define NK_SDL_GL3_H_ #include <SDL2/SDL.h> #include <SDL2/SDL_opengl.h> NK_API struct nk_context* nk_sdl_init(SDL_Window *win); NK_API void nk_sdl_font_stash_begin(struct nk_font_atlas **atlas); NK_API void nk_sdl_font_stash_end(void); NK_API int nk_sdl_handle_event(SDL_Event *evt); NK_API void nk_sdl_render(enum nk_anti_aliasing , int max_vertex_buffer, int max_element_buffer); NK_API void nk_sdl_shutdown(void); NK_API void nk_sdl_device_destroy(void); NK_API void nk_sdl_device_create(void); #endif /* * ============================================================== * * IMPLEMENTATION * * =============================================================== */ #ifdef NK_SDL_GL3_IMPLEMENTATION #include <string.h> struct nk_sdl_device { struct nk_buffer cmds; struct nk_draw_null_texture null; GLuint vbo, vao, ebo; GLuint prog; GLuint vert_shdr; GLuint frag_shdr; GLint attrib_pos; GLint attrib_uv; GLint attrib_col; GLint uniform_tex; GLint uniform_proj; GLuint font_tex; }; struct nk_sdl_vertex { float position[2]; float uv[2]; nk_byte col[4]; }; static struct nk_sdl { SDL_Window *win; struct nk_sdl_device ogl; struct nk_context ctx; struct nk_font_atlas atlas; } sdl; #ifdef __APPLE__ #define NK_SHADER_VERSION "#version 150\n" #else #define NK_SHADER_VERSION "#version 300 es\n" #endif NK_API void nk_sdl_device_create(void) { GLint status; static const GLchar *vertex_shader = NK_SHADER_VERSION "uniform mat4 ProjMtx;\n" "in vec2 Position;\n" "in vec2 TexCoord;\n" "in vec4 Color;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main() {\n" " Frag_UV = TexCoord;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n" "}\n"; static const GLchar *fragment_shader = NK_SHADER_VERSION "precision mediump float;\n" "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "out vec4 Out_Color;\n" "void main(){\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; struct nk_sdl_device *dev = &sdl.ogl; nk_buffer_init_default(&dev->cmds); dev->prog = glCreateProgram(); dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER); dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0); glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0); glCompileShader(dev->vert_shdr); glCompileShader(dev->frag_shdr); glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status); assert(status == GL_TRUE); glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status); assert(status == GL_TRUE); glAttachShader(dev->prog, dev->vert_shdr); glAttachShader(dev->prog, dev->frag_shdr); glLinkProgram(dev->prog); glGetProgramiv(dev->prog, GL_LINK_STATUS, &status); assert(status == GL_TRUE); dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture"); dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx"); dev->attrib_pos = glGetAttribLocation(dev->prog, "Position"); dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord"); dev->attrib_col = glGetAttribLocation(dev->prog, "Color"); { /* buffer setup */ GLsizei vs = sizeof(struct nk_sdl_vertex); size_t vp = offsetof(struct nk_sdl_vertex, position); size_t vt = offsetof(struct nk_sdl_vertex, uv); size_t vc = offsetof(struct nk_sdl_vertex, col); glGenBuffers(1, &dev->vbo); glGenBuffers(1, &dev->ebo); glGenVertexArrays(1, &dev->vao); glBindVertexArray(dev->vao); glBindBuffer(GL_ARRAY_BUFFER, dev->vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo); glEnableVertexAttribArray((GLuint)dev->attrib_pos); glEnableVertexAttribArray((GLuint)dev->attrib_uv); glEnableVertexAttribArray((GLuint)dev->attrib_col); glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp); glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt); glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc); } glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindVertexArray(0); } NK_INTERN void nk_sdl_device_upload_atlas(const void *image, int width, int height) { struct nk_sdl_device *dev = &sdl.ogl; glGenTextures(1, &dev->font_tex); glBindTexture(GL_TEXTURE_2D, dev->font_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); } NK_API void nk_sdl_device_destroy(void) { struct nk_sdl_device *dev = &sdl.ogl; glDetachShader(dev->prog, dev->vert_shdr); glDetachShader(dev->prog, dev->frag_shdr); glDeleteShader(dev->vert_shdr); glDeleteShader(dev->frag_shdr); glDeleteProgram(dev->prog); glDeleteTextures(1, &dev->font_tex); glDeleteBuffers(1, &dev->vbo); glDeleteBuffers(1, &dev->ebo); nk_buffer_free(&dev->cmds); } NK_API void nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer) { struct nk_sdl_device *dev = &sdl.ogl; int width, height; int display_width, display_height; struct nk_vec2 scale; GLfloat ortho[4][4] = { {2.0f, 0.0f, 0.0f, 0.0f}, {0.0f,-2.0f, 0.0f, 0.0f}, {0.0f, 0.0f,-1.0f, 0.0f}, {-1.0f,1.0f, 0.0f, 1.0f}, }; SDL_GetWindowSize(sdl.win, &width, &height); SDL_GL_GetDrawableSize(sdl.win, &display_width, &display_height); ortho[0][0] /= (GLfloat)width; ortho[1][1] /= (GLfloat)height; scale.x = (float)display_width/(float)width; scale.y = (float)display_height/(float)height; /* setup global state */ glViewport(0,0,display_width,display_height); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); glActiveTexture(GL_TEXTURE0); /* setup program */ glUseProgram(dev->prog); glUniform1i(dev->uniform_tex, 0); glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]); { /* convert from command queue into draw list and draw to screen */ const struct nk_draw_command *cmd; void *vertices, *elements; const nk_draw_index *offset = NULL; struct nk_buffer vbuf, ebuf; /* allocate vertex and element buffer */ glBindVertexArray(dev->vao); glBindBuffer(GL_ARRAY_BUFFER, dev->vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo); glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW); /* load vertices/elements directly into vertex/element buffer */ vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY); { /* fill convert configuration */ struct nk_convert_config config; static const struct nk_draw_vertex_layout_element vertex_layout[] = { {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, position)}, {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, uv)}, {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sdl_vertex, col)}, {NK_VERTEX_LAYOUT_END} }; NK_MEMSET(&config, 0, sizeof(config)); config.vertex_layout = vertex_layout; config.vertex_size = sizeof(struct nk_sdl_vertex); config.vertex_alignment = NK_ALIGNOF(struct nk_sdl_vertex); config.null = dev->null; config.circle_segment_count = 22; config.curve_segment_count = 22; config.arc_segment_count = 22; config.global_alpha = 1.0f; config.shape_AA = AA; config.line_AA = AA; /* setup buffers to load vertices and elements */ nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer); nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer); nk_convert(&sdl.ctx, &dev->cmds, &vbuf, &ebuf, &config); } glUnmapBuffer(GL_ARRAY_BUFFER); glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); /* iterate over and execute each draw command */ nk_draw_foreach(cmd, &sdl.ctx, &dev->cmds) { if (!cmd->elem_count) continue; glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id); glScissor((GLint)(cmd->clip_rect.x * scale.x), (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y), (GLint)(cmd->clip_rect.w * scale.x), (GLint)(cmd->clip_rect.h * scale.y)); glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset); offset += cmd->elem_count; } nk_clear(&sdl.ctx); } glUseProgram(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindVertexArray(0); glDisable(GL_BLEND); glDisable(GL_SCISSOR_TEST); } static void nk_sdl_clipbard_paste(nk_handle usr, struct nk_text_edit *edit) { const char *text = SDL_GetClipboardText(); if (text) nk_textedit_paste(edit, text, nk_strlen(text)); (void)usr; } static void nk_sdl_clipbard_copy(nk_handle usr, const char *text, int len) { char *str = 0; (void)usr; if (!len) return; str = (char*)malloc((size_t)len+1); if (!str) return; memcpy(str, text, (size_t)len); str[len] = '\0'; SDL_SetClipboardText(str); free(str); } NK_API struct nk_context* nk_sdl_init(SDL_Window *win) { sdl.win = win; nk_init_default(&sdl.ctx, 0); sdl.ctx.clip.copy = nk_sdl_clipbard_copy; sdl.ctx.clip.paste = nk_sdl_clipbard_paste; sdl.ctx.clip.userdata = nk_handle_ptr(0); nk_sdl_device_create(); return &sdl.ctx; } NK_API void nk_sdl_font_stash_begin(struct nk_font_atlas **atlas) { nk_font_atlas_init_default(&sdl.atlas); nk_font_atlas_begin(&sdl.atlas); *atlas = &sdl.atlas; } NK_API void nk_sdl_font_stash_end(void) { const void *image; int w, h; image = nk_font_atlas_bake(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32); nk_sdl_device_upload_atlas(image, w, h); nk_font_atlas_end(&sdl.atlas, nk_handle_id((int)sdl.ogl.font_tex), &sdl.ogl.null); if (sdl.atlas.default_font) nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle); } NK_API int nk_sdl_handle_event(SDL_Event *evt) { struct nk_context *ctx = &sdl.ctx; if (evt->type == SDL_KEYUP || evt->type == SDL_KEYDOWN) { /* key events */ int down = evt->type == SDL_KEYDOWN; const Uint8* state = SDL_GetKeyboardState(0); SDL_Keycode sym = evt->key.keysym.sym; if (sym == SDLK_RSHIFT || sym == SDLK_LSHIFT) nk_input_key(ctx, NK_KEY_SHIFT, down); else if (sym == SDLK_DELETE) nk_input_key(ctx, NK_KEY_DEL, down); else if (sym == SDLK_RETURN) nk_input_key(ctx, NK_KEY_ENTER, down); else if (sym == SDLK_TAB) nk_input_key(ctx, NK_KEY_TAB, down); else if (sym == SDLK_BACKSPACE) nk_input_key(ctx, NK_KEY_BACKSPACE, down); else if (sym == SDLK_HOME) { nk_input_key(ctx, NK_KEY_TEXT_START, down); nk_input_key(ctx, NK_KEY_SCROLL_START, down); } else if (sym == SDLK_END) { nk_input_key(ctx, NK_KEY_TEXT_END, down); nk_input_key(ctx, NK_KEY_SCROLL_END, down); } else if (sym == SDLK_PAGEDOWN) { nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down); } else if (sym == SDLK_PAGEUP) { nk_input_key(ctx, NK_KEY_SCROLL_UP, down); } else if (sym == SDLK_z) nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]); else if (sym == SDLK_r) nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]); else if (sym == SDLK_c) nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]); else if (sym == SDLK_v) nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]); else if (sym == SDLK_x) nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]); else if (sym == SDLK_b) nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]); else if (sym == SDLK_e) nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]); else if (sym == SDLK_UP) nk_input_key(ctx, NK_KEY_UP, down); else if (sym == SDLK_DOWN) nk_input_key(ctx, NK_KEY_DOWN, down); else if (sym == SDLK_LEFT) { if (state[SDL_SCANCODE_LCTRL]) nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down); else nk_input_key(ctx, NK_KEY_LEFT, down); } else if (sym == SDLK_RIGHT) { if (state[SDL_SCANCODE_LCTRL]) nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down); else nk_input_key(ctx, NK_KEY_RIGHT, down); } else return 0; return 1; } else if (evt->type == SDL_MOUSEBUTTONDOWN || evt->type == SDL_MOUSEBUTTONUP) { /* mouse button */ int down = evt->type == SDL_MOUSEBUTTONDOWN; const int x = evt->button.x, y = evt->button.y; if (evt->button.button == SDL_BUTTON_LEFT) { if (evt->button.clicks > 1) nk_input_button(ctx, NK_BUTTON_DOUBLE, x, y, down); nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down); } else if (evt->button.button == SDL_BUTTON_MIDDLE) nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down); else if (evt->button.button == SDL_BUTTON_RIGHT) nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down); return 1; } else if (evt->type == SDL_MOUSEMOTION) { /* mouse motion */ if (ctx->input.mouse.grabbed) { int x = (int)ctx->input.mouse.prev.x, y = (int)ctx->input.mouse.prev.y; nk_input_motion(ctx, x + evt->motion.xrel, y + evt->motion.yrel); } else nk_input_motion(ctx, evt->motion.x, evt->motion.y); return 1; } else if (evt->type == SDL_TEXTINPUT) { /* text input */ nk_glyph glyph; memcpy(glyph, evt->text.text, NK_UTF_SIZE); nk_input_glyph(ctx, glyph); return 1; } else if (evt->type == SDL_MOUSEWHEEL) { /* mouse wheel */ nk_input_scroll(ctx,nk_vec2((float)evt->wheel.x,(float)evt->wheel.y)); return 1; } return 0; } NK_API void nk_sdl_shutdown(void) { nk_font_atlas_clear(&sdl.atlas); nk_free(&sdl.ctx); nk_sdl_device_destroy(); memset(&sdl, 0, sizeof(sdl)); } #endif