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" "github.com/go-gl/mathgl/mgl32" "github.com/inkyblackness/imgui-go/v4" ) //go:embed shader.vert var vertex string //go:embed shader.frag var fragment string var ( shader *render.Shader texture *render.Texture vbo, elem uint32 attribPosition, attribUV, attribColor uint32 ) func renderInit() { // Backup GL state var lastTexture int32 var lastArrayBuffer int32 var lastVertexArray int32 gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &lastTexture) gl.GetIntegerv(gl.ARRAY_BUFFER_BINDING, &lastArrayBuffer) gl.GetIntegerv(gl.VERTEX_ARRAY_BINDING, &lastVertexArray) var err error shader, err = render.NewShader(vertex, fragment) if err != nil { panic("igwrap.renderInit(): " + err.Error()) } gl.BindFragDataLocation(shader.Handle(), 0, gl.Str("outputColor\x00")) gl.GenBuffers(1, &vbo) gl.GenBuffers(1, &elem) CreateFontsTexture() shader.SetUniformTexture("tex", texture) attribPosition = uint32(gl.GetAttribLocation(shader.Handle(), gl.Str("pos\x00"))) attribUV = uint32(gl.GetAttribLocation(shader.Handle(), gl.Str("uv\x00"))) attribColor = uint32(gl.GetAttribLocation(shader.Handle(), gl.Str("color\x00"))) // Restore modified GL state gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture)) gl.BindBuffer(gl.ARRAY_BUFFER, uint32(lastArrayBuffer)) gl.BindVertexArray(uint32(lastVertexArray)) } func CreateFontsTexture() { // build the texture atlas io := imgui.CurrentIO() image := io.Fonts().TextureDataAlpha8() var lastTexture int32 gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &lastTexture) if texture != nil { texture.Free() } texture = render.NewTexture() tex := texture.Handle() gl.BindTexture(gl.TEXTURE_2D, tex) gl.TexImage2D( gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels, ) io.Fonts().SetTextureID(imgui.TextureID(tex)) igwrap.SetTextureFlag(tex, igwrap.TextureFlag_ImGUIFont) gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture)) } func Render(win *glfw.Window) { displayWidth, displayHeight := win.GetSize() fbWidth, fbHeight := win.GetFramebufferSize() imgui.Render() draw := imgui.RenderedDrawData() draw.ScaleClipRects(imgui.Vec2{ X: float32(fbWidth) / float32(displayWidth), Y: float32(fbHeight) / float32(displayHeight), }) // Backup GL state var lastActiveTexture int32 gl.GetIntegerv(gl.ACTIVE_TEXTURE, &lastActiveTexture) gl.ActiveTexture(gl.TEXTURE0) var lastProgram int32 gl.GetIntegerv(gl.CURRENT_PROGRAM, &lastProgram) var lastTexture int32 gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &lastTexture) var lastSampler int32 gl.GetIntegerv(gl.SAMPLER_BINDING, &lastSampler) var lastArrayBuffer int32 gl.GetIntegerv(gl.ARRAY_BUFFER_BINDING, &lastArrayBuffer) var lastElementArrayBuffer int32 gl.GetIntegerv(gl.ELEMENT_ARRAY_BUFFER_BINDING, &lastElementArrayBuffer) var lastVertexArray int32 gl.GetIntegerv(gl.VERTEX_ARRAY_BINDING, &lastVertexArray) var lastPolygonMode [2]int32 gl.GetIntegerv(gl.POLYGON_MODE, &lastPolygonMode[0]) var lastViewport [4]int32 gl.GetIntegerv(gl.VIEWPORT, &lastViewport[0]) var lastScissorBox [4]int32 gl.GetIntegerv(gl.SCISSOR_BOX, &lastScissorBox[0]) var lastBlendSrcRgb int32 gl.GetIntegerv(gl.BLEND_SRC_RGB, &lastBlendSrcRgb) var lastBlendDstRgb int32 gl.GetIntegerv(gl.BLEND_DST_RGB, &lastBlendDstRgb) var lastBlendSrcAlpha int32 gl.GetIntegerv(gl.BLEND_SRC_ALPHA, &lastBlendSrcAlpha) var lastBlendDstAlpha int32 gl.GetIntegerv(gl.BLEND_DST_ALPHA, &lastBlendDstAlpha) var lastBlendEquationRgb int32 gl.GetIntegerv(gl.BLEND_EQUATION_RGB, &lastBlendEquationRgb) var lastBlendEquationAlpha int32 gl.GetIntegerv(gl.BLEND_EQUATION_ALPHA, &lastBlendEquationAlpha) lastEnableBlend := gl.IsEnabled(gl.BLEND) lastEnableCullFace := gl.IsEnabled(gl.CULL_FACE) lastEnableDepthTest := gl.IsEnabled(gl.DEPTH_TEST) lastEnableScissorTest := gl.IsEnabled(gl.SCISSOR_TEST) // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill gl.Enable(gl.BLEND) gl.BlendEquation(gl.FUNC_ADD) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.CULL_FACE) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.SCISSOR_TEST) gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). // DisplayMin is typically (0,0) for single viewport apps. gl.Viewport(0, 0, int32(fbWidth), int32(fbHeight)) orthoProjection := mgl32.Mat4{ 2.0 / float32(displayWidth), 0.0, 0.0, 0.0, 0.0, 2.0 / float32(-displayHeight), 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, -1.0, 1.0, 0.0, 1.0, } shader.BindTextures() shader.UseProgram() shader.SetUniformMat4("projection", orthoProjection) gl.BindSampler(0, 0) // Rely on combined texture/sampler state. // Recreate the VAO every time // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and // we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) var vao uint32 gl.GenVertexArrays(1, &vao) gl.BindVertexArray(vao) gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.EnableVertexAttribArray(uint32(attribPosition)) gl.EnableVertexAttribArray(uint32(attribUV)) gl.EnableVertexAttribArray(uint32(attribColor)) vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout() gl.VertexAttribPointerWithOffset(uint32(attribPosition), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos)) gl.VertexAttribPointerWithOffset(uint32(attribUV), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv)) gl.VertexAttribPointerWithOffset(uint32(attribColor), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol)) indexSize := imgui.IndexBufferLayout() drawType := gl.UNSIGNED_SHORT const bytesPerUint32 = 4 if indexSize == bytesPerUint32 { drawType = gl.UNSIGNED_INT } // Draw for _, list := range draw.CommandLists() { var indexBufferOffset uintptr vertexBuffer, vertexBufferSize := list.VertexBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, vbo) gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW) indexBuffer, indexBufferSize := list.IndexBuffer() gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, elem) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW) for _, cmd := range list.Commands() { 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)) gl.DrawElementsWithOffset(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), indexBufferOffset) } indexBufferOffset += uintptr(cmd.ElementCount() * indexSize) } } gl.DeleteVertexArrays(1, &vao) // Restore modified GL state gl.UseProgram(uint32(lastProgram)) gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture)) gl.BindSampler(0, uint32(lastSampler)) gl.ActiveTexture(uint32(lastActiveTexture)) gl.BindVertexArray(uint32(lastVertexArray)) gl.BindBuffer(gl.ARRAY_BUFFER, uint32(lastArrayBuffer)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(lastElementArrayBuffer)) gl.BlendEquationSeparate(uint32(lastBlendEquationRgb), uint32(lastBlendEquationAlpha)) gl.BlendFuncSeparate(uint32(lastBlendSrcRgb), uint32(lastBlendDstRgb), uint32(lastBlendSrcAlpha), uint32(lastBlendDstAlpha)) if lastEnableBlend { gl.Enable(gl.BLEND) } else { gl.Disable(gl.BLEND) } if lastEnableCullFace { gl.Enable(gl.CULL_FACE) } else { gl.Disable(gl.CULL_FACE) } if lastEnableDepthTest { gl.Enable(gl.DEPTH_TEST) } else { gl.Disable(gl.DEPTH_TEST) } if lastEnableScissorTest { gl.Enable(gl.SCISSOR_TEST) } else { gl.Disable(gl.SCISSOR_TEST) } gl.PolygonMode(gl.FRONT_AND_BACK, uint32(lastPolygonMode[0])) gl.Viewport(lastViewport[0], lastViewport[1], lastViewport[2], lastViewport[3]) gl.Scissor(lastScissorBox[0], lastScissorBox[1], lastScissorBox[2], lastScissorBox[3]) }