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() if GetTextureFlag(tex)&TextureFlag_FlipY == 0 { min[1], max[1] = max[1], min[1] // swap minY/maxY } imgui.ImageV( imgui.TextureID(tex), Vec2(size), Vec2(min), Vec2(max), 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) { min, max := texRange.MinPoint(), texRange.MaxPoint() if GetTextureFlag(tex)&TextureFlag_FlipY == 0 { min[1], max[1] = max[1], min[1] // swap minY/maxY } imgui.ImageV( imgui.TextureID(tex), Vec2(size), Vec2(min), Vec2(max), Vec4(texColor), Vec4(borderColor), ) } func ImageButton(tex uint32, size itype.Vec2f, texRange itype.Rectf) bool { min, max := texRange.MinPoint(), texRange.MaxPoint() if GetTextureFlag(tex)&TextureFlag_FlipY == 0 { min[1], max[1] = max[1], min[1] // swap minY/maxY } return imgui.ImageButtonV( imgui.TextureID(tex), Vec2(size), Vec2(min), Vec2(max), -1, imgui.Vec4{}, imgui.Vec4{1, 1, 1, 1}, ) } func ImageButtonV(tex uint32, size itype.Vec2f, texRange itype.Rectf, padding int, bgCol, tintCol itype.Vec4f) bool { min, max := texRange.MinPoint(), texRange.MaxPoint() if GetTextureFlag(tex)&TextureFlag_FlipY == 0 { min[1], max[1] = max[1], min[1] // swap minY/maxY } return imgui.ImageButtonV( imgui.TextureID(tex), Vec2(size), Vec2(min), Vec2(max), padding, Vec4(bgCol), Vec4(tintCol), ) } // Per-texture flags. This is passed to the shader as-is. // // FilpY is handled by the ImageXXX() call. 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_ImGUIFont // This is a font texture from ImGUI, with a single red channel. TextureFlag_FlipY // The render should flip the Y axis of the texture. By default ImageXXX()s render textures with (0,0) at the bottom left, and this is for in case you want to flip them. 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 } // AddTextureFlag adds the given flags to the texture. func AddTextureFlag(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] }