gl01/internal/igwrap/backend/render.go

252 lines
8.3 KiB
Go

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])
}