refactor ImGUI code files

This commit is contained in:
Edgaru089 2022-02-10 19:58:51 +08:00
parent bb33972616
commit 06cd549eb7
13 changed files with 172 additions and 50 deletions

View File

@ -1,7 +1,6 @@
package game
import (
"fmt"
"log"
"math"
"os"
@ -9,6 +8,8 @@ import (
"edgaru089.ml/go/gl01/internal/asset"
"edgaru089.ml/go/gl01/internal/igwrap"
"edgaru089.ml/go/gl01/internal/igwrap/backend"
"edgaru089.ml/go/gl01/internal/io"
"edgaru089.ml/go/gl01/internal/util/itype"
"edgaru089.ml/go/gl01/internal/world"
"github.com/go-gl/glfw/v3.3/glfw"
@ -19,6 +20,8 @@ type guiState struct {
showLog, showDebugInfo bool
logFollow bool
lastframeCgoCalls int64
loadChunkFile string
loadChunkID [2]int32
@ -35,7 +38,7 @@ func (g *Game) initImgui(win *glfw.Window) {
cfg.SetOversampleV(1)
cfg.SetPixelSnapH(true)
g.io.Fonts().AddFontFromMemoryTTFV(asset.Unifont, 16, cfg, g.io.Fonts().GlyphRangesChineseFull())
igwrap.Init(win)
backend.Init(win)
g.gui = guiState{
showLog: true,
@ -49,6 +52,19 @@ func (g *Game) initImgui(win *glfw.Window) {
}
func (g *Game) imgui() {
if io.ShowDebugInfo {
imgui.SetNextWindowPosV(imgui.Vec2{}, imgui.ConditionAlways, imgui.Vec2{})
if igwrap.Begin("F3", nil, imgui.WindowFlagsAlwaysAutoResize|imgui.WindowFlagsNoBackground|imgui.WindowFlagsNoNavFocus|imgui.WindowFlagsNoDecoration|imgui.WindowFlagsNoInputs|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsNoFocusOnAppearing) {
igwrap.Text("Gl01(glfw%s, imgui%s) - compiled by %s[%s/%s]", glfw.GetVersionString(), imgui.Version(), runtime.Version(), runtime.GOOS, runtime.GOARCH)
igwrap.Text("CgoCalls:%d (%d lastframe), Goroutines:%d", runtime.NumCgoCall(), runtime.NumCgoCall()-g.gui.lastframeCgoCalls, runtime.NumGoroutine())
imgui.Text("")
pos := g.player.Position()
igwrap.Text("Player: (%.3f, %.5f, %.3f) - (Y%.2f, Z%.2f)", pos[0], pos[1], pos[2], g.rotY.Degrees(), g.rotZ)
imgui.End()
}
}
g.gui.lastframeCgoCalls = runtime.NumCgoCall()
if imgui.BeginV("Player", nil, imgui.WindowFlagsAlwaysAutoResize) {
pos := g.player.Position()
@ -58,17 +74,6 @@ func (g *Game) imgui() {
}
imgui.End()
if imgui.BeginV("Go Runtime", nil, imgui.WindowFlagsAlwaysAutoResize) {
imgui.Text(fmt.Sprintf("%s/%s, compiler: %s", runtime.GOOS, runtime.GOARCH, runtime.Compiler))
imgui.Text(fmt.Sprintf("NumCPU=%d, NumGOMAXPROCS=%d", runtime.NumCPU(), runtime.GOMAXPROCS(0)))
imgui.Text(fmt.Sprintf("NumCgoCalls=%d, NumGoroutine=%d", runtime.NumCgoCall(), runtime.NumGoroutine()))
imgui.Spacing()
if imgui.ButtonV("!!! PANIC !!!", imgui.Vec2{X: -2, Y: 0}) {
panic("Manual Panic")
}
}
imgui.End()
if igwrap.Begin("Logs", &g.gui.showLog, imgui.WindowFlagsMenuBar) {
if imgui.BeginMenuBar() {
if imgui.Button("Clear") {

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@ -6,7 +6,7 @@ import (
"os"
"time"
"edgaru089.ml/go/gl01/internal/igwrap"
"edgaru089.ml/go/gl01/internal/igwrap/backend"
"edgaru089.ml/go/gl01/internal/io"
"edgaru089.ml/go/gl01/internal/render"
"edgaru089.ml/go/gl01/internal/util/itype"
@ -105,13 +105,13 @@ func (g *Game) Init(win *glfw.Window) {
win.SetMouseButtonCallback(func(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
if g.paused {
igwrap.MouseButtonCallback(button, action)
backend.MouseButtonCallback(button, action)
}
})
win.SetKeyCallback(func(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
if g.paused {
igwrap.KeyCallback(key, action)
backend.KeyCallback(key, action)
}
if action == glfw.Press {
if g.paused {
@ -157,13 +157,13 @@ func (g *Game) Init(win *glfw.Window) {
win.SetCharCallback(func(w *glfw.Window, char rune) {
if g.paused {
igwrap.InputCallback(char)
backend.InputCallback(char)
}
})
win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
if g.paused {
igwrap.MouseScrollCallback(xpos, ypos)
backend.MouseScrollCallback(xpos, ypos)
}
})
@ -173,7 +173,7 @@ const airAccel = 0.1
// Update updates the game state, not necessarily in the main thread.
func (g *Game) Update(win *glfw.Window, delta time.Duration) {
igwrap.NewFrame()
backend.NewFrame()
imgui.ShowDemoWindow(nil)
if !g.paused {
@ -251,5 +251,5 @@ func (g *Game) Render(win *glfw.Window) {
g.worldrender.Render(g.world, g.view)
render.Framewire.Render(g.view)
igwrap.Render(win)
backend.Render(win)
}

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@ -1,4 +1,4 @@
package igwrap
package backend
import (
"time"

View File

@ -1,4 +1,4 @@
package igwrap
package backend
import "github.com/inkyblackness/imgui-go/v4"

View File

@ -1,8 +1,9 @@
package igwrap
package backend
import (
_ "embed"
"edgaru089.ml/go/gl01/internal/igwrap"
"edgaru089.ml/go/gl01/internal/render"
"github.com/go-gl/gl/all-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
@ -86,6 +87,7 @@ func CreateFontsTexture() {
)
io.Fonts().SetTextureID(imgui.TextureID(tex))
igwrap.SetTextureFlag(tex, igwrap.TextureFlag_Red)
gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture))
}
@ -202,6 +204,7 @@ func Render(win *glfw.Window) {
if cmd.HasUserCallback() {
cmd.CallUserCallback(list)
} else {
shader.SetUniformInt("flags", int32(igwrap.GetTextureFlag(uint32(cmd.TextureID()))))
gl.BindTexture(gl.TEXTURE_2D, uint32(cmd.TextureID()))
clipRect := cmd.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))

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@ -0,0 +1,33 @@
#version 330
#define FLAG_RED (1<<0)
#define FLAG_GREEN (1<<1)
#define FLAG_BLUE (1<<2)
#define FLAG_ALPHA (1<<3)
#define FLAG_COLORS (FLAG_RED | FLAG_GREEN | FLAG_BLUE | FLAG_ALPHA)
#define FLAG_LINEAR (1<<4)
uniform sampler2D tex;
uniform int flags;
in vec2 fragUV;
in vec4 fragColor;
out vec4 outputColor;
const float gamma = 2.2;
void main() {
if ((flags & FLAG_COLORS) == FLAG_RED) {
outputColor = vec4(fragColor.rgb, fragColor.a * texture(tex, fragUV.st).r);
} else {
vec4 color = texture(tex, fragUV.st);
if ((flags & FLAG_LINEAR) != 0)
color.rgb = pow(color.rgb, vec3(1.0/gamma));
outputColor = color * fragColor;
if ((flags & FLAG_ALPHA) == 0)
outputColor.a = 1;
}
}

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@ -1,13 +0,0 @@
package igwrap
import "github.com/inkyblackness/imgui-go/v4"
// Color converts non-premultiplied RGBA color into imgui.Vec4.
func Color(r, g, b, a uint8) imgui.Vec4 {
return imgui.Vec4{
X: float32(r) / 255,
Y: float32(g) / 255,
Z: float32(b) / 255,
W: float32(a) / 255,
}
}

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@ -0,0 +1,26 @@
package igwrap
import (
"edgaru089.ml/go/gl01/internal/util/itype"
"github.com/inkyblackness/imgui-go/v4"
)
// Color converts non-premultiplied RGBA color into imgui.Vec4.
func Color(r, g, b, a uint8) imgui.Vec4 {
return imgui.Vec4{
X: float32(r) / 255,
Y: float32(g) / 255,
Z: float32(b) / 255,
W: float32(a) / 255,
}
}
// Vec2 converts itype.Vec2f to imgui.Vec2.
func Vec2(v itype.Vec2f) imgui.Vec2 {
return imgui.Vec2{X: v[0], Y: v[1]}
}
// Vec4 converts itype.Vec4f to imgui.Vec4.
func Vec4(v itype.Vec4f) imgui.Vec4 {
return imgui.Vec4{X: v[0], Y: v[1], Z: v[2], W: v[3]}
}

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@ -0,0 +1,77 @@
package igwrap
import (
"sync"
"edgaru089.ml/go/gl01/internal/util/itype"
"github.com/inkyblackness/imgui-go/v4"
)
// Image creates a ImGUI image based on the given texture.
// For *render.Texture, use tex.Handle().
//
// size is in pixels. texRange is in [0, 1].
func Image(tex uint32, size itype.Vec2f, texRange itype.Rectf) {
min, max := texRange.MinPoint(), texRange.MaxPoint()
imgui.ImageV(
imgui.TextureID(tex),
Vec2(size),
imgui.Vec2{X: min[0], Y: max[1]},
imgui.Vec2{X: max[0], Y: min[1]},
Color(255, 255, 255, 255),
imgui.Vec4{},
)
}
// ImageV creates a ImGUI image based on the given texture.
// For *render.Texture, use tex.Handle().
//
// size is in pixels. texRange is in [0, 1].
func ImageV(tex uint32, size itype.Vec2f, texRange itype.Rectf, texColor itype.Vec4f, borderColor itype.Vec4f) {
imgui.ImageV(
imgui.TextureID(tex),
Vec2(size),
Vec2(texRange.MinPoint()),
Vec2(texRange.MaxPoint()),
Vec4(texColor),
Vec4(borderColor),
)
}
type TextureFlag int
const (
TextureFlag_Red TextureFlag = 1 << iota // Renders the Red channel.
TextureFlag_Green // Renders the Green channel.
TextureFlag_Blue // Renders the Blue channel.
TextureFlag_Alpha // Renders the Alpha channel.
TextureFlag_Linear // Linear source data, requires gamma correction.
TextureFlag_RGB = TextureFlag_Red | TextureFlag_Green | TextureFlag_Blue
TextureFlag_RGBA = TextureFlag_Red | TextureFlag_Green | TextureFlag_Blue | TextureFlag_Alpha
)
var (
texflags map[uint32]TextureFlag = make(map[uint32]TextureFlag)
texflagslock sync.RWMutex
)
// SetTextureFlag changes the flag of a texture to the given flags combined.
func SetTextureFlag(tex uint32, flags ...TextureFlag) {
var f TextureFlag
for _, f0 := range flags {
f |= f0
}
texflagslock.Lock()
defer texflagslock.Unlock()
texflags[tex] = f
}
// TextureFlag returns the flags of a given texture.
func GetTextureFlag(tex uint32) TextureFlag {
texflagslock.RLock()
defer texflagslock.RUnlock()
return texflags[tex]
}

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@ -1,13 +0,0 @@
#version 330
uniform sampler2D tex;
in vec2 fragUV;
in vec4 fragColor;
out vec4 outputColor;
void main() {
outputColor = vec4(fragColor.rgb, fragColor.a * texture(tex, fragUV.st).r);
}

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@ -28,7 +28,7 @@ func Text(format string, a ...interface{}) {
// returns true.
func Begin(id string, open *bool, flags imgui.WindowFlags) bool {
// skip if the window is not open
if !(*open) {
if open != nil && !(*open) {
return false
}

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@ -61,6 +61,10 @@ func (v Vec2f) Addv(x, y float32) Vec2f {
return Vec2f{v[0] + x, v[1] + y}
}
func (v Vec2f) Multiply(x float32) Vec2f {
return Vec2f{v[0] * x, v[1] * x}
}
func (v Vec2f) Floor() Vec2i {
return Vec2i{
int(math.Floor(float64(v[0]))),