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/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 18/10/22.
//
#include "fggl/data/assimp/module.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/mesh/mesh.hpp"
#include "../../stb/stb_image.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <filesystem>
namespace fggl::data::models {
constexpr auto convert(aiVector3D& vec) -> math::vec3 {
return {vec.x, vec.y, vec.z};
}
constexpr auto convert2(aiVector2D& vec) -> math::vec2 {
return {vec.x, vec.y};
}
constexpr auto convert2(aiVector3D& vec) -> math::vec2 {
return {vec.x, vec.y};
}
constexpr auto convert(aiColor3D& col) -> math::vec3 {
return {col.r, col.g, col.b};
}
static void process_mesh(mesh::Mesh3D& mesh, aiMesh* assimpMesh, const aiScene* scene, const std::vector<assets::AssetID>& assets) {
assert( assimpMesh != nullptr );
assert( scene != nullptr );
// process vertex data
for ( auto idx = 0U; idx < assimpMesh->mNumVertices; ++idx ) {
mesh::Vertex3D vertex{
.position = convert(assimpMesh->mVertices[idx]),
.normal = convert(assimpMesh->mNormals[idx])
};
if ( assimpMesh->mTextureCoords[0] != nullptr ) {
vertex.texPos = convert2( assimpMesh->mTextureCoords[0][idx] );
}
mesh.data.push_back(vertex);
}
// process faces (indexes)
for ( auto idx = 0U; idx < assimpMesh->mNumFaces; ++idx ) {
auto face = assimpMesh->mFaces[idx];
assert( face.mNumIndices == 3);
for ( auto vid = 0U; vid < face.mNumIndices; ++vid) {
mesh.indices.push_back( face.mIndices[vid] );
}
}
// process material
if ( assimpMesh->mMaterialIndex >= 0) {
mesh.material = assets[assimpMesh->mMaterialIndex];
}
}
static void process_node(mesh::MultiMesh3D& mesh, aiNode* node, const aiScene* scene, const std::vector<assets::AssetID>& assets) {
for ( auto idx = 0U; idx < node->mNumMeshes; ++idx ) {
auto *assimpMesh = scene->mMeshes[ node->mMeshes[idx] ];
// process assimp submesh
mesh::Mesh3D meshData;
process_mesh(meshData, assimpMesh, scene, assets);
mesh.meshes.push_back(meshData);
}
for ( auto idx = 0U; idx < node->mNumChildren; ++idx) {
process_node(mesh, node->mChildren[idx], scene, assets);
}
}
struct AssetStuff {
assets::Loader* loader;
assets::AssetManager* manager;
inline void checkLoaded(assets::AssetID asset) {
if (!manager->has(asset)) {
debug::info("triggered JIT upload for {}, use the chain loader", asset);
loader->load(asset);
}
}
inline auto isLoaded(assets::AssetID asset) const -> bool {
return manager->has(asset);
}
inline void set(assets::AssetID asset, auto* assetPtr) {
assert(assetPtr != nullptr);
manager->set(asset, assetPtr);
}
};
static auto process_texture( const aiTextureType type, const aiMaterial* assimpMat, AssetStuff& stuff, const assets::LoaderContext& config) -> std::vector<assets::AssetID> {
std::vector<assets::AssetID> matRefs;
matRefs.reserve( assimpMat->GetTextureCount(type) );
// iterate through things
for ( auto i = 0U ; i < assimpMat->GetTextureCount(type); ++i ) {
aiString texName;
assimpMat->GetTexture( type, i, &texName );
const auto texID = config.makeRef(texName.C_Str());
// trigger asset loading
stuff.checkLoaded( texID );
// assets
matRefs.push_back( texID );
}
return matRefs;
}
static auto process_mat_colour(const aiMaterial* mat, const char* name, int a1, int a2) -> math::vec3 {
aiColor3D col{0.0F, 0.0F, 0.0F};
mat->Get( name, a1, a2, col );
debug::info("read colour: {}, {}, {}, {}", name, col.r, col.g, col.b);
return convert(col);
}
static void process_material(const assets::AssetID& guid, aiMaterial* assimpMat, AssetStuff stuff, const assets::LoaderContext& config) {
auto* material = new mesh::Material();
debug::info("processing: {}", guid);
// for each material, calculate what it's name would be then request it
material->diffuseTextures = process_texture( aiTextureType_DIFFUSE, assimpMat, stuff, config );
material->normalTextures = process_texture( aiTextureType_NORMALS, assimpMat, stuff, config );
material->specularTextures = process_texture( aiTextureType_SPECULAR, assimpMat, stuff, config );
material->ambient = process_mat_colour( assimpMat, AI_MATKEY_COLOR_AMBIENT );
material->diffuse = process_mat_colour( assimpMat, AI_MATKEY_COLOR_DIFFUSE );
material->specular = process_mat_colour( assimpMat, AI_MATKEY_COLOR_SPECULAR );
stuff.set( guid, material );
}
auto load_assimp_model(assets::Loader* loader, const assets::AssetID& guid, const assets::LoaderContext& data, void* userPtr) -> assets::AssetRefRaw {
// auto *filePath = std::get<assets::AssetPath *>(data);
auto filePath = data.assetPath;
AssetStuff stuff {
.loader = loader,
.manager = (assets::AssetManager*)userPtr
};
if ( stuff.isLoaded(guid) ) {
// asset in DB, what do you want me to do?
return nullptr;
}
// assimp stuff
Assimp::Importer importer;
// import the scene from disk
const aiScene *scene = importer.ReadFile(filePath.c_str(), aiProcessPreset_TargetRealtime_Fast | aiProcess_FlipUVs);
if ( scene == nullptr || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) != 0 || scene->mRootNode == nullptr ) {
debug::warning("unable to load required model asset");
return nullptr;
}
debug::debug("Processing assimp mesh, {} meshes, {} materials, {} textures", scene->mNumMeshes, scene->mNumMaterials, scene->mNumTextures);
// calculate the mapping from material => asset mappings
auto parentRel = std::filesystem::relative( filePath.parent_path(), filePath.parent_path().parent_path() );
std::vector<assets::AssetID> matAssets;
for ( auto idx = 0U; idx < scene->mNumMaterials; ++idx ) {
aiString matName = scene->mMaterials[idx]->GetName();
auto matRel = parentRel / matName.C_Str();
matAssets.push_back( assets::make_asset_id_rt( data.pack, matRel ) );
}
// now we can try importing the mesh data
auto* packedMesh = new mesh::MultiMesh3D();
process_node( *packedMesh, scene->mRootNode, scene, matAssets);
// now we try importing the materials
for (auto idx = 0U; idx < scene->mNumMaterials; ++idx ) {
process_material( matAssets[idx], scene->mMaterials[idx], stuff, data );
}
// FIXME asset loading system needs rework, this is bonkers.
stuff.set(guid, packedMesh);
return nullptr;
}
auto load_assimp_texture(assets::Loader* /*loader*/, const assets::AssetID& guid, const assets::LoaderContext& data, void* userPtr) -> assets::AssetRefRaw {
auto* manager = (assets::AssetManager*)userPtr;
if ( manager->has(guid) ) {
// already loaded.
return nullptr;
}
auto filePath = data.assetPath;
stbi_set_flip_vertically_on_load(1);
//load the texture data into memory
auto* image = new data::Texture2D();
image->data = stbi_load(filePath.c_str(), &image->size.x, &image->size.y, &image->channels, 3);
if ( image->data == nullptr ) {
debug::warning("error reading texture: {}", stbi_failure_reason());
return nullptr;
} else {
debug::info("image reports it loaded correctly, adding {} to database", guid);
manager->set(guid, image );
}
return nullptr;
}
auto load_tex_stb(const std::filesystem::path& filePath, assets::MemoryBlock& block) -> bool {
stbi_set_flip_vertically_on_load(1);
//load the texture data into memory
auto* image = new data::Texture2D();
image->data = stbi_load(filePath.c_str(), &image->size.x, &image->size.y, &image->channels, 3);
if ( image->data == nullptr ) {
debug::warning("error reading texture: {}", stbi_failure_reason());
delete image;
return false;
} else {
// TODO pass metadata to loader in a sensible way
block.size = image->channels * image->size.x * image->size.y;
block.data = (std::byte*)image->data;
delete image;
return true;
}
}
auto is_tex_stb(const std::filesystem::path& filePath) -> assets::AssetTypeID {
// detect jpgs
if ( filePath.extension() == ".jpg" || filePath.extension() == ".jpeg" ) {
return TEXTURE_RGBA;
}
// detect png
if ( filePath.extension() == ".png" ) {
return TEXTURE_RGBA;
}
return assets::INVALID_ASSET_TYPE;
}
auto is_model_assimp(const std::filesystem::path& filePath) -> assets::AssetTypeID {
auto ext = filePath.extension().string();
std::transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
if ( ext == ".obj" || ext == ".fbx" ) {
return MODEL_MULTI3D;
}
return assets::INVALID_ASSET_TYPE;
}
auto extract_requirements(const std::string& packName, const std::filesystem::path& packRoot, assets::ResourceRecord& rr) -> bool {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( rr.m_path, aiProcess_Triangulate | aiProcess_FlipUVs);
if ( !scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode ) {
debug::warning("unable to load required model asset");
return false;
}
// we want to find out about dependencies
auto baseDir = std::filesystem::relative( rr.m_path.parent_path(), packRoot );
for ( auto idx = 0U; idx < scene->mNumMaterials; ++idx) {
const auto *mat = scene->mMaterials[idx];
std::array matTypes { aiTextureType_DIFFUSE, aiTextureType_NORMALS, aiTextureType_SPECULAR };
for ( auto& matType : matTypes ) {
const auto diffCount = mat->GetTextureCount(matType);
for (auto idx2 = 0U; idx2 < diffCount; ++idx2) {
aiString texName;
mat->GetTexture(matType, idx2, &texName);
auto assetPath = baseDir / texName.C_Str();
auto assetRequired = assets::make_asset_id_rt(packName, assetPath);
rr.m_requires.push_back(assetRequired);
}
}
}
return true;
}
auto AssimpModule::factory(modules::ServiceName service, modules::Services &serviceManager) -> bool {
if ( service == MODEL_PROVIDER ) {
auto* assetLoader = serviceManager.get<assets::Loader>();
assetLoader->setFactory( MODEL_MULTI3D, load_assimp_model, assets::LoadType::PATH );
assetLoader->setFactory( TEXTURE_RGBA, load_assimp_texture, assets::LoadType::PATH );
// new loading system
auto* checkin = serviceManager.get<assets::CheckinAdapted>();
checkin->setLoader( MIME_JPG, load_tex_stb, is_tex_stb );
checkin->setLoader( MIME_PNG, load_tex_stb, is_tex_stb );
checkin->setLoader( MIME_OBJ, assets::NEEDS_CHECKIN, is_model_assimp );
checkin->setLoader( MIME_FBX, assets::NEEDS_CHECKIN, is_model_assimp );
checkin->setProcessor( MIME_OBJ, extract_requirements);
checkin->setProcessor( MIME_FBX, extract_requirements );
return false;
}
return false;
}
} // namespace fggl::data
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 20/11/2021.
//
#include <fggl/data/model.hpp>
#include <fggl/data/heightmap.hpp>
// adapted from https://www.mbsoftworks.sk/tutorials/opengl4/016-heightmap-pt1-random-terrain/
namespace fggl::data {
void gridVertexNormals(data::Vertex *locations) {
const int sizeX = data::heightMaxX;
const int sizeY = data::heightMaxZ;
const int gridOffset = sizeX * sizeY;
// calculate normals for each triangle
auto *triNormals = new math::vec3[sizeX * sizeY * 2];
for (int i = 0; i < sizeX - 1; i++) {
for (int j = 0; j < sizeY - 1; j++) {
// calculate vertex
const auto &a = locations[i * sizeY + j].posititon;
const auto &b = locations[(i + 1) * sizeY + j].posititon;
const auto &c = locations[i * sizeY + (j + 1)].posititon;
const auto &d = locations[(i + 1) * sizeY + (j + 1)].posititon;
const auto normalA = glm::cross(b - a, a - d);
const auto normalB = glm::cross(d - c, c - b);
// store the normals
int idx1 = idx(i, j, sizeY);
int idx2 = idx1 + gridOffset;
triNormals[idx1] = glm::normalize(normalA);
triNormals[idx2] = glm::normalize(normalB);
}
}
// calculate normals for each vertex
for (int i = 0; i < sizeX; i++) {
for (int j = 0; j < sizeY; j++) {
const auto firstRow = (i == 0);
const auto firstCol = (j == 0);
const auto lastRow = (i == sizeX - 1);
const auto lastCol = (i == sizeY - 1);
auto finalNormal = glm::vec3(0.0F, 0.0F, 0.0F);
if (!firstRow && !firstCol) {
finalNormal += triNormals[idx(i - 1, j - 1, sizeY)];
}
if (!lastRow && !lastCol) {
finalNormal += triNormals[idx(i, j, sizeY)];
}
if (!firstRow && lastCol) {
finalNormal += triNormals[idx(i - 1, j, sizeY)];
finalNormal += triNormals[idx(i - 1, j, sizeY) + gridOffset];
}
if (!lastRow && !firstCol) {
finalNormal += triNormals[idx(i, j - 1, sizeY)];
finalNormal += triNormals[idx(i, j - 1, sizeY) + gridOffset];
}
locations[idx(i, j, sizeY)].normal =
glm::normalize(finalNormal) * -1.0F; //FIXME the normals seem wrong.
}
}
delete[] triNormals;
}
void generateHeightMesh(const data::HeightMap &heights, data::Mesh &mesh) {
// step 1: convert height data into vertex locations
const int numElms = data::heightMaxX * data::heightMaxZ;
std::array<data::Vertex, numElms> locations{};
// iterate the
for (std::size_t x = 0; x < data::heightMaxX; x++) {
for (std::size_t z = 0; z < data::heightMaxZ; z++) {
float level = heights.getValue(x, z);
auto xPos = float(x);
auto zPos = float(z);
std::size_t idx1 = idx(x, z, data::heightMaxZ);
locations[idx1].colour = fggl::math::vec3(1.0F, 1.0F, 1.0F);
locations[idx1].posititon = math::vec3(-0.5F + xPos, level, -0.5F - zPos);
}
}
gridVertexNormals(locations.data());
mesh.restartVertex = data::heightMaxZ * data::heightMaxX;
// populate mesh
for (auto i = 0; i < numElms; i++) {
mesh.pushVertex(locations[i]);
}
for (std::size_t x = 0; x < data::heightMaxX - 1; x++) {
for (std::size_t z = 0; z < data::heightMaxZ; z++) {
for (int k = 0; k < 2; k++) {
auto idx = (x + k) * data::heightMaxZ + z;
mesh.pushIndex(idx);
}
}
mesh.pushIndex(mesh.restartVertex);
}
}
}
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include <fggl/data/model.hpp>
#include <map>
#include <stdexcept>
#include <algorithm>
using namespace fggl::data;
Mesh::Mesh() : m_verts(), m_index() {
Mesh::Mesh() : restartVertex(Mesh::INVALID_IDX), m_verts(0), m_index(0) {
}
void Mesh::pushIndex(unsigned int idx) {
assert( idx < m_verts.size() );
assert(idx < m_verts.size() || idx == this->restartVertex);
m_index.push_back(idx);
}
unsigned int Mesh::pushVertex(Vertex vert) {
unsigned int idx = m_verts.size();
m_verts.push_back( vert );
auto Mesh::pushVertex(Vertex vert) -> Mesh::IndexType {
auto idx = m_verts.size();
m_verts.push_back(vert);
return idx;
}
int Mesh::indexOf(Vertex vert) {
int i = 0;
for ( auto& vert_v : m_verts ) {
if ( vert.posititon == vert_v.posititon ) {
return i;
auto Mesh::indexOf(Vertex term) -> Mesh::IndexType {
auto itr = std::find(m_verts.begin(), m_verts.end(), term);
if (itr == m_verts.end()) {
return INVALID_IDX;
}
return itr - m_verts.begin();
}
void Mesh::removeDups() {
// lookups to make detecting duplicates easier
std::map<Vertex, unsigned int> mapping;
// new data
std::vector<Vertex> newVerts;
std::vector<unsigned int> newIndexes;
newIndexes.reserve(m_index.size()); // newIndex will be same size as oldIndex
unsigned int nextID = 0;
for (auto &idx : m_index) {
auto &vertex = m_verts[idx];
auto newID = nextID;
// if the vertex is known, use the existing ID, else allocate a new ID
try {
newID = mapping.at(vertex);
} catch (std::out_of_range &e) {
mapping[vertex] = newID;
newVerts.push_back(vertex);
++nextID;
}
++i;
newIndexes.push_back(newID);
}
return -1;
// assign the replacement lists
m_verts = newVerts;
m_index = newIndexes;
}
#ifndef FGGL_DATA_MODEL_H
#define FGGL_DATA_MODEL_H
#include <vector>
#include <fggl/math/types.hpp>
namespace fggl::data {
struct Vertex {
math::vec3 posititon;
math::vec3 normal;
math::vec3 colour;
};
class Mesh {
public:
Mesh();
~Mesh() = default;
/**
* Push a vertex with deduplication.
*
* If the vertex is already known, the old vertex will be used and a new entry will
* be added to the indicies list.
*/
inline void push(Vertex vert) {
int idx = indexOf(vert);
if ( idx == -1 )
pushVertex(vert);
else
pushIndex(idx);
}
/**
* Push a new vertex index.
*
* Don't push non-existant indexes, it'll make the rendering backend sad.
*/
void pushIndex(unsigned int idx);
/**
* Force push a vertex duplicate.
*
* If the vetex already exists, it will be duplicated.
*/
unsigned int pushVertex(Vertex vert);
/**
* Search for a vertex.
*
* Returns the index of a vert, else returns -1.
*/
int indexOf(Vertex vert);
inline std::size_t vertexCount() {
return m_verts.size();
}
inline std::size_t indexCount() {
return m_index.size();
}
inline Vertex& vertex(int idx) {
return m_verts[idx];
}
private:
std::vector<Vertex> m_verts;
std::vector<unsigned int> m_index;
};
class Model {
public:
Model();
~Model();
private:
std::vector<Mesh> m_meshes;
};
}
#endif
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 20/08/22.
//
#include "fggl/data/module.hpp"
namespace fggl::data {
auto LocalStorage::factory(modules::ServiceName service, modules::Services &data) -> bool {
if (service == SERVICE_STORAGE) {
// FIXME: no easy way to set the application name
auto pathConfig = fggl::platform::calc_engine_paths("fggl-demo");
data.create<Storage>(pathConfig);
return true;
}
return false;
}
} // namespace fggl::data
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include "procedural.hpp"
#include "model.hpp"
#include <cstddef>
#include <fggl/data/procedural.hpp>
#include <fggl/data/model.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <array>
#include <glm/geometric.hpp>
#include "fggl/mesh/mesh.hpp"
using namespace fggl::data;
constexpr float verts[8 * 3] = {
// from https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
static auto calcSurfaceNormal(glm::vec3 vert1, glm::vec3 vert2, glm::vec3 vert3) -> glm::vec3 {
const glm::vec3 edge1 = vert2 - vert1;
const glm::vec3 edge2 = vert3 - vert1;
return glm::normalize(glm::cross(edge1, edge2));
}
static void computeNormalsDirect(fggl::mesh::Mesh3D &mesh, const fggl::data::Mesh::IndexType *colIdx, int nPoints) {
// we're assuming all the normals are zero...
for (int i = 0; i < nPoints; i++) {
auto &vertex = mesh.data[colIdx[i]];
vertex.normal = glm::vec3(0.0F);
}
// We're assuming each vertex appears only once (because we're not indexed)
for (int i = 0; i < nPoints; i += 3) {
auto &v1 = mesh.data[colIdx[i]];
auto &v2 = mesh.data[colIdx[i + 1]];
auto &v3 = mesh.data[colIdx[i + 2]];
const glm::vec3 normal = glm::normalize(calcSurfaceNormal(v1.position, v2.position, v3.position));
v1.normal = normal;
v2.normal = normal;
v3.normal = normal;
}
}
static void compute_normals(fggl::mesh::Mesh3D &mesh,
const std::vector<Mesh::IndexType> &idxList, // source index
const std::vector<Mesh::IndexType> &idxMapping // source-to-mesh lookup
) {
// clear the normals, so the summation below works correctly
for (auto vertexIndex : idxMapping) {
auto &vertex = mesh.data[vertexIndex];
vertex.normal = ILLEGAL_NORMAL;
}
// we need to calculate the contribution for each vertex
// this assumes IDXList describes a raw triangle list (ie, not quads and not a strip)
for (std::size_t i = 0; i < idxList.size(); i += 3) {
auto &v1 = mesh.data[ idxMapping[idxList[i]] ];
auto &v2 = mesh.data[ idxMapping[idxList[i + 1]] ];
auto &v3 = mesh.data[ idxMapping[idxList[i + 2]] ];
// calculate the normal and area (formula for area the math textbook)
float area = glm::length(glm::cross(v3.position - v2.position, v1.position - v3.position)) / 2;
auto faceNormal = calcSurfaceNormal(v1.position, v2.position, v3.position);
// weight the normal according to the area of the surface (bigger area = more impact)
v1.normal += area * faceNormal;
v2.normal += area * faceNormal;
v3.normal += area * faceNormal;
}
// re-normalise the normals
for (unsigned int vertexIndex : idxMapping) {
auto &vertex = mesh.data[vertexIndex];
vertex.normal = glm::normalize(vertex.normal);
}
}
static void populateMesh(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 transform,
const int nIdx, const fggl::math::vec3 *pos, const Mesh::IndexType *idx) {
auto *colIdx = new fggl::data::Mesh::IndexType[nIdx];
// generate mesh
for (int i = 0; i < nIdx; i++) {
glm::vec3 rawPos = transform * glm::vec4(pos[idx[i]], 1.0);
colIdx[i] = mesh.append(fggl::mesh::Vertex3D::from_pos(rawPos));
mesh.indices.push_back(colIdx[i]);
}
computeNormalsDirect(mesh, colIdx, nIdx);
delete[] colIdx;
}
static void populateMesh(fggl::mesh::Mesh3D &mesh,
const fggl::math::mat4 transform,
const std::vector<fggl::math::vec3> &posList,
const std::vector<fggl::data::Mesh::IndexType> &idxList) {
// tmp store the resulting mesh indexes (incase the mesh has multiple primatives)
std::vector<unsigned int> colIdx;
colIdx.reserve(posList.size());
// clion this thinks this loop is infinite, my assumption is it's gone bananas
for (std::size_t i = 0; i < posList.size(); ++i) {
glm::vec3 position = transform * fggl::math::vec4(posList[i], 1.0F);
auto vert = fggl::mesh::Vertex3D::from_pos(position);
colIdx[i] = mesh.append(vert);
}
// use the remapped indexes for the mesh
for (auto idx : idxList) {
mesh.indices.push_back(colIdx[idx]);
}
compute_normals(mesh, idxList, colIdx);
}
namespace fggl::data {
static void quads2Tris(std::vector<Mesh::IndexType> &indexList, uint32_t stacks, uint32_t slices) {
const auto HORZ_SIZE = slices + 1;
for (uint32_t vertical = 0; vertical < stacks; vertical++) {
for (uint32_t horz = 0; horz < slices; horz++) {
const auto topLeft = vertical * HORZ_SIZE + horz;
const auto topRight = vertical * HORZ_SIZE + (horz + 1);
const auto bottomLeft = (vertical + 1) * HORZ_SIZE + horz;
const auto bottomRight = (vertical + 1) * HORZ_SIZE + (horz + 1);
indexList.push_back(topLeft);
indexList.push_back(bottomLeft);
indexList.push_back(topRight);
indexList.push_back(topRight);
indexList.push_back(bottomLeft);
indexList.push_back(bottomRight);
}
}
}
void make_sphere(fggl::mesh::Mesh3D &mesh, const math::mat4 &offset, uint32_t slices, uint32_t stacks) {
std::vector<math::vec3> positions;
float verticalAngularStride = math::PI / (float) stacks;
float horizontalAngularStride = math::TAU / (float) slices;
// calculate vertex positions
for (uint32_t vertical = 0; vertical < (stacks + 1); vertical++) {
float theta = (math::HALF_PI) - verticalAngularStride * (float) vertical;
for (uint32_t horz = 0; horz < (slices + 1); horz++) {
float phi = horizontalAngularStride * (float) horz;
math::vec3 position{
cosf(theta) * cosf(phi),
cosf(theta) * sinf(phi),
sinf(theta)
};
positions.push_back(position);
}
}
// combine the vertices into triangles
std::vector<Mesh::IndexType> indexList;
quads2Tris(indexList, stacks, slices);
populateMesh(mesh, offset, positions, indexList);
}
} // namespace fggl::data
auto fggl::data::make_triangle() -> fggl::data::Mesh {
constexpr fggl::math::vec3 pos[]{
{-0.5F, -0.5F, 0.0F},
{0.5F, -0.5F, 0.0F},
{0.0F, 0.5F, 0.0F}
};
// add points
fggl::data::Mesh mesh;
for (auto po : pos) {
mesh.push(Vertex::from_pos(po));
}
// mesh
for (int i = 0; i < 3; ++i) {
mesh.pushIndex(i);
}
return mesh;
}
auto fggl::data::make_quad_xy() -> fggl::data::Mesh {
constexpr fggl::math::vec3 pos[]{
{-0.5F, -0.5F, 0.0F},
{0.5F, -0.5F, 0.0F},
{0.5F, 0.5F, 0.0F},
{-0.5F, 0.5F, 0.0F}
};
constexpr int idx[]{
0, 1, 3,
3, 1, 2
};
fggl::data::Mesh mesh;
std::array<int, 4> colIdx{};
for (int i = 0; i < 4; ++i) {
colIdx[i] = mesh.pushVertex(Vertex::from_pos(pos[i]));
}
for (auto i : idx) {
mesh.pushIndex(colIdx[i]);
}
return mesh;
}
auto fggl::data::make_quad_xz() -> fggl::data::Mesh {
constexpr std::array<fggl::math::vec3, 4> pos{{
{-0.5F, 0.0F, -0.5F},
{0.5F, 0.0F, -0.5F},
{0.5F, 0.0F, 0.5F},
{-0.5F, 0.0F, 0.5F}
}};
constexpr std::array<int, 6> idx{{
0, 1, 3,
3, 1, 2
}};
fggl::data::Mesh mesh;
std::array<int, 4> colIdx{};
for (int i = 0; i < 4; ++i) {
colIdx[i] = mesh.pushVertex(Vertex::from_pos(pos[i]));
}
for (auto i : idx) {
mesh.pushIndex(colIdx.at(i));
}
return mesh;
}
auto fggl::data::make_cube(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
constexpr std::array<fggl::math::vec3, 8> pos{{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
}};
constexpr std::array<Mesh::IndexType, 36> idx{{
0, 3, 1, // top
3, 2, 1,
0, 1, 4, // side 0 - 1
5, 4, 1,
1, 2, 5, // side 1 - 2
2, 6, 5,
3, 7, 2, // side 2 - 3
2, 7, 6,
0, 4, 3, // side 3 - 0
4, 7, 3,
4, 5, 7, // bottom
7, 5, 6,
}};
populateMesh(mesh, transform, idx.size(), pos.data(), idx.data());
return mesh;
}
auto fggl::data::make_slope(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
// FIXME remove 2 and 3 and renumber the index list accordingly
constexpr fggl::math::vec3 pos[]{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
};
constexpr Mesh::IndexType idx[]{
0, 7, 1, // ramp
7, 6, 1,
0, 1, 4, // side 0 - 1
5, 4, 1,
1, 6, 5, // ramp side 1
4, 7, 0, // ramp side 2
4, 5, 7, // bottom
7, 5, 6,
};
int nIdx = sizeof(idx) / sizeof(int);
populateMesh(mesh, transform, nIdx, pos, idx);
return mesh;
}
auto fggl::data::make_ditch(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
// FIXME remove 2 and renumber the index list accordingly
constexpr fggl::math::vec3 pos[]{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
};
constexpr Mesh::IndexType idx[]{
0, 3, 1, // top
3, 6, 1,
0, 1, 4, // side 0 - 1
5, 4, 1,
1, 6, 5,
3, 7, 6,
0, 4, 3, // side 3 - 0
4, 7, 3,
4, 5, 7, // bottom
7, 5, 6,
};
int nIdx = sizeof(idx) / sizeof(int);
populateMesh(mesh, transform, nIdx, pos, idx);
return mesh;
}
auto fggl::data::make_point(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
constexpr fggl::math::vec3 pos[]{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
};
constexpr Mesh::IndexType idx[]{
0, 7, 5, // top
7, 6, 5,
0, 5, 4, // side 0 - 1
0, 4, 7, // side 3 - 0
4, 5, 7, // bottom
7, 5, 6,
};
int nIdx = sizeof(idx) / sizeof(int);
populateMesh(mesh, transform, nIdx, pos, idx);
return mesh;
}
/*
constexpr float cubeVertex[8 * 3] = {
0, 0, 0,
0, 1, 0,
1, 1, 0,
......@@ -15,7 +391,7 @@ constexpr float verts[8 * 3] = {
0, 0, 0,
};
constexpr int quads[6 * 4] = {
constexpr int cubeIndexes[6 * 4] = {
7, 6, 5, 4,
0, 1, 2, 3,
6, 7, 3, 2,
......@@ -77,8 +453,8 @@ void computeNormals(Mesh& mesh) {
Mesh fggl::data::make_cube() {
int nVerts = sizeof(verts) / sizeof(verts[0]) / 3;
int nQuads = sizeof(quads) / sizeof(quads[0]) / 4;
int nVerts = sizeof(cubeVertex) / sizeof(cubeVertex[0]) / 3;
int nQuads = sizeof(cubeIndexes) / sizeof(cubeIndexes[0]) / 4;
std::vector< unsigned int > vertIndex;
......@@ -87,16 +463,16 @@ Mesh fggl::data::make_cube() {
// stick the vertex data into the mesh
for ( int i=0; i < nVerts; i++ ) {
fggl::data::Vertex vert;
vert.posititon = fggl::math::vec3( verts[i], verts[i + 1], verts[i+2] );
vert.posititon = fggl::math::vec3( cubeVertex[i], cubeVertex[i + 1], cubeVertex[i+2] );
int idx = cube.pushVertex(vert);
auto idx = cube.pushVertex(vert);
vertIndex.push_back(idx);
}
// triagulate the quads
quadsToTris(cube, vertIndex, quads, nQuads);
computeNormals(cube);
quadsToTris(cube, vertIndex, cubeIndexes, nQuads);
compute_normals(cube);
return cube;
}
}*/
#include "model.hpp"
namespace fggl::data {
Mesh make_cube();
}
target_sources(fggl
PRIVATE
debug.cpp
debug_draw.cpp
logging.cpp
)
# spdlog for cleaner logging
find_package(spdlog)
target_link_libraries(fggl PRIVATE spdlog::spdlog)
add_subdirectory(imgui)
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
#include <fggl/debug/debug.h>
#include "imgui.h"
#include "imgui/include/imgui_impl_glfw.h"
#include "imgui/include/imgui_impl_opengl3.h"
using fggl::debug::DebugUI;
DebugUI::DebugUI(std::shared_ptr<fggl::display::glfw::Window> &win) : m_visible(false) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
io.IniFilename = nullptr;
ImGui_ImplGlfw_InitForOpenGL(win->handle(), true);
ImGui_ImplOpenGL3_Init("#version 130");
}
DebugUI::~DebugUI() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void DebugUI::frameStart() {
// frame step
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void DebugUI::draw() {
for (auto &[name, data] : m_windows) {
if (data.m_visible) {
data.m_callback(&data.m_visible);
}
}
ImGui::Render();
if (m_visible) {
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
}
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 30/05/22.
//
#define DEBUG_DRAW_IMPLEMENTATION
#include "fggl/debug/draw.hpp"
\ No newline at end of file
target_link_libraries(fggl PRIVATE imgui)
target_sources(fggl
PRIVATE
imgui_impl_glfw.cpp
imgui_impl_opengl3.cpp
)
target_include_directories(fggl
PRIVATE
include/
)
\ No newline at end of file
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#include "include/imgui_impl_glfw.h"
// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
// Data
enum GlfwClientApi {
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
};
static GLFWwindow *g_Window = NULL; // Main window
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0;
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static GLFWcursor *g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_InstalledCallbacks = false;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
static GLFWcharfun g_PrevUserCallbackChar = NULL;
static const char *ImGui_ImplGlfw_GetClipboardText(void *user_data) {
return glfwGetClipboardString((GLFWwindow *) user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void *user_data, const char *text) {
glfwSetClipboardString((GLFWwindow *) user_data, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) {
if (g_PrevUserCallbackMousebutton != NULL)
g_PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
g_MouseJustPressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) {
if (g_PrevUserCallbackScroll != NULL)
g_PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO &io = ImGui::GetIO();
io.MouseWheelH += (float) xoffset;
io.MouseWheel += (float) yoffset;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) {
ImGuiIO &io = ImGui::GetIO();
if (g_PrevUserCallbackKey != NULL && !io.WantCaptureKeyboard)
g_PrevUserCallbackKey(window, key, scancode, action, mods);
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)) {
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
}
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow *window, unsigned int c) {
if (g_PrevUserCallbackChar != NULL)
g_PrevUserCallbackChar(window, c);
ImGuiIO &io = ImGui::GetIO();
io.AddInputCharacter(c);
}
static bool ImGui_ImplGlfw_Init(GLFWwindow *window, bool install_callbacks, GlfwClientApi client_api) {
g_Window = window;
g_Time = 0.0;
// Setup backend capabilities flags
ImGuiIO &io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |=
ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_glfw";
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = g_Window;
#if defined(_WIN32)
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
g_PrevUserCallbackScroll = NULL;
g_PrevUserCallbackKey = NULL;
g_PrevUserCallbackChar = NULL;
if (install_callbacks) {
g_InstalledCallbacks = true;
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}
g_ClientApi = client_api;
return true;
}
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow *window, bool install_callbacks) {
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
}
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow *window, bool install_callbacks) {
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}
bool ImGui_ImplGlfw_InitForOther(GLFWwindow *window, bool install_callbacks) {
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
}
void ImGui_ImplGlfw_Shutdown() {
if (g_InstalledCallbacks) {
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
g_InstalledCallbacks = false;
}
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) {
glfwDestroyCursor(g_MouseCursors[cursor_n]);
g_MouseCursors[cursor_n] = NULL;
}
g_ClientApi = GlfwClientApi_Unknown;
}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons() {
// Update buttons
ImGuiIO &io = ImGui::GetIO();
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) {
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
g_MouseJustPressed[i] = false;
}
// Update mouse position
const ImVec2 mouse_pos_backup = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#ifdef __EMSCRIPTEN__
const bool focused = true; // Emscripten
#else
const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
#endif
if (focused) {
if (io.WantSetMousePos) {
glfwSetCursorPos(g_Window, (double) mouse_pos_backup.x, (double) mouse_pos_backup.y);
} else {
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float) mouse_x, (float) mouse_y);
}
}
}
static void ImGui_ImplGlfw_UpdateMouseCursor() {
ImGuiIO &io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|| glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
} else {
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(g_Window,
g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor]
: g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
static void ImGui_ImplGlfw_UpdateGamepads() {
ImGuiIO &io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float *axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char *buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight, 0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
void ImGui_ImplGlfw_NewFrame() {
ImGuiIO &io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt()
&& "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float) w, (float) h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float) display_w / w, (float) display_h / h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = g_Time > 0.0 ? (float) (current_time - g_Time) : (float) (1.0f / 60.0f);
g_Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads();
}
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120 "#version 120"
// 3.0 130 "#version 130"
// 3.1 140 "#version 140"
// 3.2 150 "#version 150"
// 3.3 330 "#version 330 core"
// 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core"
// 4.2 420 "#version 410 core"
// 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" = WebGL 2.0
//----------------------------------------
// JWR force GLAD to load
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include "include/imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#else
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif
// Desktop GL 3.3+ has glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
// OpenGL Data
static GLuint g_GlVersion =
0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0,
g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions
bool ImGui_ImplOpenGL3_Init(const char *glsl_version) {
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0) {
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char *gl_version = (const char *) glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
g_GlVersion = (GLuint) (major * 100 + minor * 10);
#else
g_GlVersion = 200; // GLES 2
#endif
// Setup backend capabilities flags
ImGuiIO &io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
io.BackendFlags |=
ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
if (glsl_version == NULL)
glsl_version = "#version 150";
#else
if (glsl_version == NULL)
glsl_version = "#version 130";
#endif
IM_ASSERT((int) strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
// Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char *gl_loader = "Unknown";
IM_UNUSED(gl_loader);
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
gl_loader = "GL3W";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
gl_loader = "GLEW";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = "GLAD";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
gl_loader = "GLAD2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
gl_loader = "glbinding2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
gl_loader = "glbinding3";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
gl_loader = "custom";
#else
gl_loader = "none";
#endif
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
return true;
}
void ImGui_ImplOpenGL3_Shutdown() {
ImGui_ImplOpenGL3_DestroyDeviceObjects();
}
void ImGui_ImplOpenGL3_NewFrame() {
if (!g_ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData *draw_data,
int fb_width,
int fb_height,
GLuint vertex_array_object) {
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (g_GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
#if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true;
if (g_GlVersion >= 450) {
GLenum current_clip_origin = 0;
glGetIntegerv(GL_CLIP_ORIGIN, (GLint *) &current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
}
#endif
// 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). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei) fb_width, (GLsizei) fb_height);
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
#if defined(GL_CLIP_ORIGIN)
if (!clip_origin_lower_left) {
float tmp = T;
T = B;
B = tmp;
} // Swap top and bottom if origin is upper left
#endif
const float ortho_projection[4][4] =
{
{2.0f / (R - L), 0.0f, 0.0f, 0.0f},
{0.0f, 2.0f / (T - B), 0.0f, 0.0f},
{0.0f, 0.0f, -1.0f, 0.0f},
{(R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f},
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (g_GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void) vertex_array_object;
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos,
2,
GL_FLOAT,
GL_FALSE,
sizeof(ImDrawVert),
(GLvoid *) IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV,
2,
GL_FLOAT,
GL_FALSE,
sizeof(ImDrawVert),
(GLvoid *) IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor,
4,
GL_UNSIGNED_BYTE,
GL_TRUE,
sizeof(ImDrawVert),
(GLvoid *) IM_OFFSETOF(ImDrawVert, col));
}
// OpenGL3 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData *draw_data) {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int) (draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int) (draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
// Backup GL state
GLenum last_active_texture;
glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLuint last_program;
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint *) &last_program);
GLuint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler;
if (g_GlVersion >= 330) {
glGetIntegerv(GL_SAMPLER_BINDING, (GLint *) &last_sampler);
} else {
last_sampler = 0;
}
#endif
GLuint last_array_buffer;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint *) &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLuint last_vertex_array_object;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint *) &last_vertex_array_object);
#endif
#ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2];
glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4];
glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4];
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb;
glGetIntegerv(GL_BLEND_SRC_RGB, (GLint *) &last_blend_src_rgb);
GLenum last_blend_dst_rgb;
glGetIntegerv(GL_BLEND_DST_RGB, (GLint *) &last_blend_dst_rgb);
GLenum last_blend_src_alpha;
glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint *) &last_blend_src_alpha);
GLenum last_blend_dst_alpha;
glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint *) &last_blend_dst_alpha);
GLenum last_blend_equation_rgb;
glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint *) &last_blend_equation_rgb);
GLenum last_blend_equation_alpha;
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint *) &last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifndef IMGUI_IMPL_OPENGL_ES2
glGenVertexArrays(1, &vertex_array_object);
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList *cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER,
(GLsizeiptr) cmd_list->VtxBuffer.Size * (int) sizeof(ImDrawVert),
(const GLvoid *) cmd_list->VtxBuffer.Data,
GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
(GLsizeiptr) cmd_list->IdxBuffer.Size * (int) sizeof(ImDrawIdx),
(const GLvoid *) cmd_list->IdxBuffer.Data,
GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL) {
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(cmd_list, pcmd);
} else {
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) {
// Apply scissor/clipping rectangle
glScissor((int) clip_rect.x,
(int) (fb_height - clip_rect.w),
(int) (clip_rect.z - clip_rect.x),
(int) (clip_rect.w - clip_rect.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint) (intptr_t) pcmd->GetTexID());
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES,
(GLsizei) pcmd->ElemCount,
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(void *) (intptr_t) (pcmd->IdxOffset * sizeof(ImDrawIdx)),
(GLint) pcmd->VtxOffset);
else
#endif
glDrawElements(GL_TRIANGLES,
(GLsizei) pcmd->ElemCount,
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(void *) (intptr_t) (pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
}
// Destroy the temporary VAO
#ifndef IMGUI_IMPL_OPENGL_ES2
glDeleteVertexArrays(1, &vertex_array_object);
#endif
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (g_GlVersion >= 330)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
if (last_enable_cull_face)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
if (last_enable_depth_test)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
if (last_enable_stencil_test)
glEnable(GL_STENCIL_TEST);
else
glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (g_GlVersion >= 310) {
if (last_enable_primitive_restart)
glEnable(GL_PRIMITIVE_RESTART);
else
glDisable(GL_PRIMITIVE_RESTART);
}
#endif
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum) last_polygon_mode[0]);
#endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei) last_viewport[2], (GLsizei) last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei) last_scissor_box[2], (GLsizei) last_scissor_box[3]);
}
bool ImGui_ImplOpenGL3_CreateFontsTexture() {
// Build texture atlas
ImGuiIO &io = ImGui::GetIO();
unsigned char *pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels,
&width,
&height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->SetTexID((ImTextureID) (intptr_t) g_FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture() {
if (g_FontTexture) {
ImGuiIO &io = ImGui::GetIO();
glDeleteTextures(1, &g_FontTexture);
io.Fonts->SetTexID(0);
g_FontTexture = 0;
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char *desc) {
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean) status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
if (log_length > 1) {
ImVector<char> buf;
buf.resize((int) (log_length + 1));
glGetShaderInfoLog(handle, log_length, NULL, (GLchar *) buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean) status == GL_TRUE;
}
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char *desc) {
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean) status == GL_FALSE)
fprintf(stderr,
"ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n",
desc,
g_GlslVersionString);
if (log_length > 1) {
ImVector<char> buf;
buf.resize((int) (log_length + 1));
glGetProgramInfoLog(handle, log_length, NULL, (GLchar *) buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean) status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects() {
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
const GLchar *vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar *vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar *vertex_shader_glsl_300_es =
"precision mediump float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar *vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar *fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar *fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar *fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar *fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
// Select shaders matching our GLSL versions
const GLchar *vertex_shader = NULL;
const GLchar *fragment_shader = NULL;
if (glsl_version < 130) {
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
} else if (glsl_version >= 410) {
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
} else if (glsl_version == 300) {
vertex_shader = vertex_shader_glsl_300_es;
fragment_shader = fragment_shader_glsl_300_es;
} else {
vertex_shader = vertex_shader_glsl_130;
fragment_shader = fragment_shader_glsl_130;
}
// Create shaders
const GLchar *vertex_shader_with_version[2] = {g_GlslVersionString, vertex_shader};
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glCompileShader(g_VertHandle);
CheckShader(g_VertHandle, "vertex shader");
const GLchar *fragment_shader_with_version[2] = {g_GlslVersionString, fragment_shader};
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_FragHandle);
CheckShader(g_FragHandle, "fragment shader");
g_ShaderHandle = glCreateProgram();
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
CheckProgram(g_ShaderHandle, "shader program");
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationVtxPos = (GLuint) glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = (GLuint) glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = (GLuint) glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array);
#endif
return true;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects() {
if (g_VboHandle) {
glDeleteBuffers(1, &g_VboHandle);
g_VboHandle = 0;
}
if (g_ElementsHandle) {
glDeleteBuffers(1, &g_ElementsHandle);
g_ElementsHandle = 0;
}
if (g_ShaderHandle && g_VertHandle) {
glDetachShader(g_ShaderHandle, g_VertHandle);
}
if (g_ShaderHandle && g_FragHandle) {
glDetachShader(g_ShaderHandle, g_FragHandle);
}
if (g_VertHandle) {
glDeleteShader(g_VertHandle);
g_VertHandle = 0;
}
if (g_FragHandle) {
glDeleteShader(g_FragHandle);
g_FragHandle = 0;
}
if (g_ShaderHandle) {
glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
}
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// About GLSL version:
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct GLFWwindow;
IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForOpenGL(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForVulkan(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForOther(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow *window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow *window, unsigned int c);
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// About Desktop OpenGL function loaders:
// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
// About GLSL version:
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
// Backend API
IMGUI_IMPL_API auto ImGui_ImplOpenGL3_Init(const char *glsl_version = nullptr) -> bool;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData *draw_data);
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API auto ImGui_ImplOpenGL3_CreateFontsTexture() -> bool;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API auto ImGui_ImplOpenGL3_CreateDeviceObjects() -> bool;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL ES versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Attempt to auto-detect the default Desktop GL loader based on available header files.
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
// Otherwise try to detect supported Desktop OpenGL loaders..
#elif defined(__has_include)
#if __has_include(<GL/glew.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
#elif __has_include(<glad/glad.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#elif __has_include(<glad/gl.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD2
#elif __has_include(<GL/gl3w.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#elif __has_include(<glbinding/glbinding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#elif __has_include(<glbinding/Binding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#else
#error "Cannot detect OpenGL loader!"
#endif
#else
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
#endif
#endif
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 11/09/22.
//
#ifdef __GNUG__
#include <cstdlib>
#include <memory>
#include <cxxabi.h>
namespace fggl::debug {
auto demangle(const char *name) -> std::string {
int status = -4;
std::unique_ptr<char, decltype(&std::free)> res{
abi::__cxa_demangle(name, nullptr, nullptr, &status),
std::free
};
return (status == 0) ? res.get() : name;
}
}
#else
namespace fggl::debug {
std::string demangle(const char* name) {
return name;
}
}
#endif
#ifndef FGGL_ECS_COMPONENT_H
#define FGGL_ECS_COMPONENT_H
#include "utility.hpp"
#include <new>
#include <utility>
#include <vector>
#include <unordered_map>
namespace fggl::ecs {
class ComponentBase {
public:
using data_t = unsigned char;
virtual ~ComponentBase() {};
virtual void destroy(data_t* data) const = 0;
virtual void move(data_t* src, data_t* dest) const = 0;
virtual void construct(data_t* data) const = 0;
virtual std::size_t size() const = 0;
};
template<class C>
class Component : public ComponentBase {
public:
virtual void destroy(data_t* data) const override {
C* location = std::launder(reinterpret_cast<C*>(data));
location->~C();
}
virtual void construct(unsigned char* data) const override {
// new (&data[0]) C();
}
virtual void move(data_t* src, data_t* dest) const override {
new (&dest[0]) C(std::move(*reinterpret_cast<C*>(src)));
}
virtual std::size_t size() const {
return sizeof(C);
}
static component_type_t typeID() {
return TypeIdGenerator<ComponentBase>::GetNewID<C>();
}
};
}
#endif
#include "ecs.hpp"
#include <iostream>
using namespace fggl::ecs;
Archetype::Archetype(const archToken_t& token ) : type(token) {
for ( archToken_t::size_type i = 0; i < token.size(); ++i ) {
data.push_back( new unsigned char[default_cap] );
dataSizes.push_back( default_cap );
}
}
ECS::ECS() : m_entityIDCounter(1) {}
ECS::~ECS() {
for( Archetype* arch : m_archetypes ) {
for ( std::size_t i=0; i < arch->type.size(); ++i ) {
const ComponentBase* const comp = m_componentMap[arch->type[i]];
const std::size_t& size = comp->size();
for ( std::size_t e=0; e<arch->entities.size(); ++e ) {
comp->destroy(&arch->data[i][e*size]);
}
delete[] arch->data[i];
}
delete arch;
}
for( componentmap_t::value_type& p : m_componentMap )
delete p.second;
}
entity_t ECS::getNewID() {
return m_entityIDCounter++;
}
entity_t ECS::createEntity( ) {
auto eid = getNewID();
Record dummy;
dummy.archetype = nullptr;
dummy.index = 0;
m_entityArchtypes[ eid ] = dummy;
return eid;
}
Archetype* ECS::getArchetype(const archToken_t& id) {
for ( auto* arch : m_archetypes ) {
if ( arch->type == id ) {
return arch;
}
}
// didn't exist, need to make one
Archetype* arch = new Archetype(id);
m_archetypes.push_back( arch );
return arch;
}
#ifndef FGGL_ECS_H
#define FGGL_ECS_H
#include "utility.hpp"
#include "component.hpp"
#include <iostream>
#include <algorithm>
#include <cassert>
#include <string>
#include <vector>
#include <unordered_map>
namespace fggl::ecs {
using archToken_t = std::vector<component_type_t>;
struct Archetype {
constexpr static unsigned int default_cap = 0;
const archToken_t type;
std::vector<ComponentBase::data_t*> data;
std::vector<std::size_t> dataSizes;
std::vector<entity_t> entities;
Archetype(const archToken_t& type_a);
inline archToken_t create( const component_type_t cid ) const {
assert( !contains(cid) );
// create the new type
auto newType = type;
newType.push_back( cid );
std::sort( newType.begin(), newType.end() );
return newType;
}
inline bool contains( const component_type_t cid ) const {
return ( std::find( type.begin(), type.end(), cid ) != type.end() );
}
};
class ECS {
struct Record {
Archetype* archetype;
std::size_t index;
};
using componentmap_t = std::unordered_map<component_type_t, ComponentBase*>;
using entitymap_t = std::unordered_map<entity_t, Record>;
using archetype_t = std::vector<Archetype*>;
public:
ECS();
~ECS();
entity_t getNewID();
entity_t createEntity();
void removeEntity(const entity_t eid);
template<class C>
void registerComponent() {
component_type_t type = Component<C>::typeID();
if ( m_componentMap.find( type ) != m_componentMap.end() )
return;
m_componentMap.emplace( type, new Component<C> );
}
template<class C>
bool isComponentRegistered() {
component_type_t type = Component<C>::typeID();
return ( m_componentMap.find(type) != m_componentMap.end() );
}
template<class C, typename... Args>
C* addComponent(const entity_t& id, Args&&... args) {
component_type_t type = Component<C>::typeID();
assert( isComponentRegistered<C>() );
Record& record = m_entityArchtypes[id];
Archetype* oldArch = record.archetype;
C* newComp = nullptr;
Archetype* newArch = nullptr;
if ( !oldArch ) {
archToken_t newID(1, type);
const ComponentBase* const newCompType = m_componentMap[ type ];
// fetch type
newArch = getArchetype( newID );
assert( newArch->type.size() == 1 );
// calculate if we have enouph space to allocate
std::size_t emplacementPos = ensureCapacity( newArch, 0, newCompType );
newComp = new (&newArch->data[0][emplacementPos])C(std::forward<Args>(args)...);
} else {
// check if the arch contains the component
if ( oldArch->contains(type) ) {
return nullptr;
}
// create a new archetype with the component
auto newID = oldArch->create( type );
newArch = getArchetype( newID );
// relocate the old data to the new archetype
for ( std::size_t j=0; j < newID.size(); ++j ){
const component_type_t compType = newID[j];
const ComponentBase* const comp = m_componentMap.at(compType);
// TODO this seems a little suspect - surely we could allocate all blocks at once?
// if per component the arrays could become out of sync...
int newOffset = ensureCapacity(newArch, j, comp);
int oldIdx = getComponentIdx(oldArch, compType);
if ( oldIdx != -1 ) {
assert( oldArch->contains(compType) );
const std::size_t compSize = comp->size();
const std::size_t oldOffset = record.index * compSize;
comp->move( &oldArch->data[oldIdx][oldOffset],
&newArch->data[j][newOffset] );
comp->destroy( &oldArch->data[oldIdx][oldOffset] );
} else {
assert( !oldArch->contains(compType) );
newComp = new (&newArch->data[j][newOffset])
C(std::forward<Args>(args)...);
}
}
// ensure the old archetype is still contigious
const int lastEnt = oldArch->entities.size() - 1;
if ( lastEnt != record.index ) {
for ( std::size_t i=0; i < oldArch->type.size(); ++i ) {
const component_type_t typeID = oldArch->type[i];
const ComponentBase* const comp = m_componentMap[typeID];
const std::size_t& compSize = comp->size();
// shift the empty record to the end of the list
std::size_t slotOffset = record.index * compSize;
std::size_t lastOffset = lastEnt * compSize;
// if we're not the last entity, swap
if ( slotOffset != lastOffset ) {
comp->move( &oldArch->data[i][lastOffset],
&oldArch->data[i][slotOffset] );
comp->destroy( &oldArch->data[i][lastOffset] );
}
}
// fix the position
oldArch->entities[ record.index ] = oldArch->entities[ lastEnt ];
}
oldArch->entities.pop_back();
}
// register the new data with the new archetype
newArch->entities.push_back( id );
record.index = newArch->entities.size() - 1;
record.archetype = newArch;
return newComp;
}
template<class C>
void removeComponent(const entity_t& entityId);
template<class C>
bool hasComponent(const entity_t& entityId) {
const component_type_t componentID = Component<C>::typeID();
const auto* arch = m_entityArchtypes.at(entityId).archetype;
if ( arch == nullptr ) {
return false;
}
return ( std::find( arch->type.begin(), arch->type.end(), componentID) !=
arch->type.end() );
}
template<class C>
C* getComponent(const entity_t& entityId) {
assert( hasComponent<C>( entityId ) );
const auto type = Component<C>::typeID();
const ComponentBase* const newComp = m_componentMap[type];
const auto record = m_entityArchtypes.at(entityId);
const auto* arch = record.archetype;
// JWR: linear search... seems a little suspect, they're ordered after all
for ( std::size_t i=0; i < arch->type.size(); ++i ) {
if ( arch->type[i] == type ) {
return reinterpret_cast<C*>(& (arch->data[i][ record.index * newComp->size() ]) );
}
}
return nullptr;
}
template<class... Cs>
std::vector<entity_t> getEntityWith() {
// construct the key
archToken_t key;
(key.push_back( Component<Cs>::typeID() ), ...);
// entities
std::vector<entity_t> entities;
for ( Archetype* arch : m_archetypes ) {
if ( std::includes( arch->type.begin(), arch->type.end(), key.begin(), key.end() ) ) {
if( !arch->entities.empty() ) {
entities.insert( entities.begin(), arch->entities.begin(), arch->entities.end() );
}
}
}
return entities;
}
private:
entitymap_t m_entityArchtypes;
archetype_t m_archetypes;
entity_t m_entityIDCounter;
componentmap_t m_componentMap;
Archetype* getArchetype(const archToken_t& id);
inline std::string arch2str(Archetype* arch) {
std::string str;
for ( const auto& type : arch->type ) {
str += std::to_string( type );
}
return str;
}
inline std::size_t ensureCapacity(Archetype* arch, const int idx, const ComponentBase* const comp) {
const std::size_t& compSize = comp->size();
std::size_t currSize = arch->entities.size() * compSize;
std::size_t newSize = currSize + compSize;
std::size_t cap = arch->dataSizes[idx];
if ( newSize > arch->dataSizes[idx] ) {
arch->dataSizes[idx] *= 2;
arch->dataSizes[idx] += compSize;
// copy data over
unsigned char* newData = new unsigned char[arch->dataSizes[idx]];
for ( std::size_t e=0; e<arch->entities.size(); ++e ) {
const int offset = e * compSize;
comp->move( &arch->data[idx][offset], &newData[offset] );
comp->destroy( &arch->data[idx][offset] );
}
// free the old data and swap the pointers
delete[] arch->data[idx];
arch->data[idx] = newData;
}
return currSize;
}
inline int getComponentIdx(const Archetype* arch, const component_type_t goal) {
// JWR could do binary search for speedup
for ( std::size_t i=0; i < arch->type.size(); ++i ) {
if ( arch->type[i] == goal ) return i;
}
return -1;
}
};
}
#endif
#ifndef FGGL_ECS_UTILITY_H
#define FGGL_ECS_UTILITY_H
#include <cstdint>
namespace fggl::ecs {
using IDType = std::uint32_t;
using entity_t = IDType;
using component_type_t = IDType;
constexpr IDType NULL_ENTITY = 0;
template<class T>
class TypeIdGenerator {
private:
static IDType m_count;
public:
template<class U>
static const IDType GetNewID() {
static const IDType idCounter = m_count++;
return idCounter;
}
};
template<class T> IDType TypeIdGenerator<T>::m_count = 0;
}
#endif