From bf1675f2a05a083f37fdcea4d052ff5924e4f04a Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Wed, 9 Jun 2021 22:29:24 +0100 Subject: [PATCH 01/29] Add imgui-glow-renderer from test repo --- Cargo.toml | 1 + imgui-glow-renderer/Cargo.toml | 49 + imgui-glow-renderer/LICENSE-APACHE | 202 ++++ imgui-glow-renderer/LICENSE-MIT | 19 + imgui-glow-renderer/examples/basic.rs | 116 +++ imgui-glow-renderer/src/lib.rs | 1269 +++++++++++++++++++++++++ imgui-glow-renderer/src/versions.rs | 181 ++++ 7 files changed, 1837 insertions(+) create mode 100644 imgui-glow-renderer/Cargo.toml create mode 100644 imgui-glow-renderer/LICENSE-APACHE create mode 100644 imgui-glow-renderer/LICENSE-MIT create mode 100644 imgui-glow-renderer/examples/basic.rs create mode 100644 imgui-glow-renderer/src/lib.rs create mode 100644 imgui-glow-renderer/src/versions.rs diff --git a/Cargo.toml b/Cargo.toml index 3c77bf8..b558956 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -4,6 +4,7 @@ members = [ "imgui-sys", "imgui-gfx-renderer", "imgui-glium-renderer", + "imgui-glow-renderer", "imgui-winit-support", "imgui-examples", "imgui-gfx-examples", diff --git a/imgui-glow-renderer/Cargo.toml b/imgui-glow-renderer/Cargo.toml new file mode 100644 index 0000000..4a97636 --- /dev/null +++ b/imgui-glow-renderer/Cargo.toml @@ -0,0 +1,49 @@ +[package] +name = "imgui-glow-renderer" +version = "0.7.0" +edition = "2018" +authors = ["The imgui-rs Developers"] +description = "glow renderer for the imgui crate" +homepage = "https://github.com/imgui-rs/imgui-rs" +repository = "https://github.com/imgui-rs/imgui-rs" +license = "MIT/Apache-2.0" +categories = ["gui", "rendering"] + +[dependencies] +imgui = { version = "0.7.0", path = "../imgui" } +glow = "0.10.0" +memoffset = "0.6.4" + +[dev-dependencies] +glutin = "0.26.0" +imgui-winit-support = { version = "0.7.1", path = "../imgui-winit-support" } + +[features] +# Features here are used to opt-out of compiling code that depends on certain +# OpenGL features. If the features are enabled, the renderer will check that the +# feature is supported before attempting to use it. Only opt-out of any of these +# if you are certain you will only target platforms that lack the corresponding +# feature. +default = [ + "gl_extensions_support", + "bind_vertex_array_support", + "vertex_offset_support", + "clip_origin_support", + "bind_sampler_support", + "polygon_mode_support", + "primitive_restart_support", +] +# Enable checking for OpenGL extensions +gl_extensions_support = [] +# Support for `glBindVertexArray` +bind_vertex_array_support = [] +# Support for `glDrawElementsBaseVertex` +vertex_offset_support = [] +# Support for `GL_CLIP_ORIGIN` +clip_origin_support = [] +# Support for `glBindSampler` +bind_sampler_support = [] +# Support for `glPolygonMode` +polygon_mode_support = [] +# Support for `GL_PRIMITIVE_RESTART` +primitive_restart_support = [] diff --git a/imgui-glow-renderer/LICENSE-APACHE b/imgui-glow-renderer/LICENSE-APACHE new file mode 100644 index 0000000..8f71f43 --- /dev/null +++ b/imgui-glow-renderer/LICENSE-APACHE @@ -0,0 +1,202 @@ + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/imgui-glow-renderer/examples/basic.rs b/imgui-glow-renderer/examples/basic.rs new file mode 100644 index 0000000..239360a --- /dev/null +++ b/imgui-glow-renderer/examples/basic.rs @@ -0,0 +1,116 @@ +//! A basic self-contained example to get you from zero-to-demo-window as fast +//! as possible. + +use std::time::Instant; + +use glow::HasContext; +use glutin::{event_loop::EventLoop, WindowedContext}; +use imgui_winit_support::WinitPlatform; + +const TITLE: &str = "Hello, imgui-rs!"; + +type Window = WindowedContext; + +fn main() { + // Common setup for creating a winit window and imgui context, not specifc + // to this renderer at all ecept that glutin is used to create the window + // since it will give us access to a GL context + let (event_loop, window) = create_window(); + let (mut winit_platform, mut imgui_context) = imgui_init(&window); + + // OpenGL context from glow + let gl = glow_context(&window); + unsafe { gl.clear_color(0.05, 0.05, 0.1, 1.0) }; + + // OpenGL renderer from this crate + let mut ig_renderer = imgui_glow_renderer::auto_renderer(gl, &mut imgui_context) + .expect("failed to create renderer"); + + // Standard winit event loop + let mut last_frame = Instant::now(); + event_loop.run(move |event, _, control_flow| { + *control_flow = glutin::event_loop::ControlFlow::Wait; + match event { + glutin::event::Event::NewEvents(_) => { + let now = Instant::now(); + imgui_context + .io_mut() + .update_delta_time(now.duration_since(last_frame)); + last_frame = now; + } + glutin::event::Event::MainEventsCleared => { + winit_platform + .prepare_frame(imgui_context.io_mut(), window.window()) + .unwrap(); + window.window().request_redraw(); + } + glutin::event::Event::RedrawRequested(_) => { + // The renderer assumes you'll be clearing the buffer yourself + unsafe { ig_renderer.gl_context().clear(glow::COLOR_BUFFER_BIT) }; + + let ui = imgui_context.frame(); + ui.show_demo_window(&mut true); + + winit_platform.prepare_render(&ui, window.window()); + let draw_data = ui.render(); + + // This is the only extra render step to add + ig_renderer + .render(&draw_data) + .expect("error rendering imgui"); + + window.swap_buffers().unwrap(); + } + glutin::event::Event::WindowEvent { + event: glutin::event::WindowEvent::CloseRequested, + .. + } => { + *control_flow = glutin::event_loop::ControlFlow::Exit; + } + event => { + winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event); + } + } + }); +} + +fn create_window() -> (EventLoop<()>, Window) { + let event_loop = glutin::event_loop::EventLoop::new(); + let window = glutin::window::WindowBuilder::new() + .with_title(TITLE) + .with_inner_size(glutin::dpi::LogicalSize::new(1024, 768)); + let window = glutin::ContextBuilder::new() + .with_vsync(true) + .build_windowed(window, &event_loop) + .expect("could not create window"); + let window = unsafe { + window + .make_current() + .expect("could not make window context current") + }; + (event_loop, window) +} + +fn glow_context(window: &Window) -> glow::Context { + unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) } +} + +fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) { + let mut imgui_context = imgui::Context::create(); + imgui_context.set_ini_filename(None); + + let mut winit_platform = WinitPlatform::init(&mut imgui_context); + winit_platform.attach_window( + imgui_context.io_mut(), + window.window(), + imgui_winit_support::HiDpiMode::Rounded, + ); + + imgui_context + .fonts() + .add_font(&[imgui::FontSource::DefaultFontData { config: None }]); + + imgui_context.io_mut().font_global_scale = (1.0 / winit_platform.hidpi_factor()) as f32; + + (winit_platform, imgui_context) +} diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs new file mode 100644 index 0000000..98173df --- /dev/null +++ b/imgui-glow-renderer/src/lib.rs @@ -0,0 +1,1269 @@ +use std::{borrow::Cow, error::Error, fmt::Display, marker::PhantomData, mem::size_of}; + +use imgui::{internal::RawWrapper, TextureId}; + +use crate::versions::{GlVersion, GlslVersion}; + +pub mod versions; + +// TODO: document all the things! + +// This may be generics overkill, but I have to assume there's some reason that +// `glow` hid the functions of `Context` behind the `HasContext` trait. The +// specified types I require here are necessary because otherwise I can't +// perform the required initialisations or conversions in the code below. In +// any case, the OpenGL standard specifies these types, so there should be no +// loss of generality. +pub trait Gl: + glow::HasContext< + Texture = glow::Texture, + UniformLocation = glow::UniformLocation, + Program = glow::Program, + Buffer = glow::Buffer, + Sampler = glow::Sampler, + VertexArray = glow::VertexArray, +> +{ +} +impl< + G: glow::HasContext< + Texture = glow::Texture, + UniformLocation = glow::UniformLocation, + Program = glow::Program, + Buffer = glow::Buffer, + Sampler = glow::Sampler, + VertexArray = glow::VertexArray, + >, + > Gl for G +{ +} + +/// Convenience function to get you going quickly. In most larger programs +/// you probably want to take more control (including ownership of the GL +/// context). In those cases, construct an appropriate renderer with +/// `RendererBuilder`. +pub fn auto_renderer( + gl: G, + imgui_context: &mut imgui::Context, +) -> Result, StateBackupCsm>, InitError> +{ + RendererBuilder::new() + .with_context_state_manager(StateBackupCsm::default()) + .build_owning(gl, imgui_context) +} + +pub struct RendererBuilder +where + G: Gl, + T: TextureMap, + S: ShaderProvider, + C: ContextStateManager, +{ + texture_map: T, + shader_provider: S, + context_state_manager: C, + phantom_gl: PhantomData, +} + +impl RendererBuilder, TrivialCsm> { + #[allow(clippy::new_without_default)] + #[must_use] + pub fn new() -> Self { + Self { + texture_map: TrivialTextureMap(), + shader_provider: as Default>::default(), + context_state_manager: TrivialCsm(), + phantom_gl: PhantomData::default(), + } + } +} + +impl RendererBuilder +where + G: Gl, + T: TextureMap, + S: ShaderProvider, + C: ContextStateManager, +{ + pub fn with_texture_map(self, texture_map: T2) -> RendererBuilder { + RendererBuilder { + texture_map, + shader_provider: self.shader_provider, + context_state_manager: self.context_state_manager, + phantom_gl: self.phantom_gl, + } + } + + pub fn with_shader_provider>( + self, + shader_provider: S2, + ) -> RendererBuilder { + RendererBuilder { + texture_map: self.texture_map, + shader_provider, + context_state_manager: self.context_state_manager, + phantom_gl: self.phantom_gl, + } + } + + pub fn with_context_state_manager>( + self, + context_state_manager: C2, + ) -> RendererBuilder { + RendererBuilder { + texture_map: self.texture_map, + shader_provider: self.shader_provider, + context_state_manager, + phantom_gl: self.phantom_gl, + } + } + + pub fn build_owning( + self, + gl: G, + imgui_context: &mut imgui::Context, + ) -> Result, InitError> { + let renderer = self.build_borrowing(&gl, imgui_context)?; + Ok(OwningRenderer:: { gl, renderer }) + } + + pub fn build_borrowing( + self, + gl: &G, + imgui_context: &mut imgui::Context, + ) -> Result, InitError> { + Renderer::::initialize( + gl, + imgui_context, + self.texture_map, + self.shader_provider, + self.context_state_manager, + ) + } +} + +// TODO: builder pattern +/// Renderer which owns the OpenGL context. Useful for simple applications, but +/// more complicated applications may prefer to keep control of their own +/// OpenGL context, or even change that context at runtime. +/// +/// OpenGL context is still available to the rest of the application through +/// the `gl_context` method. +pub struct OwningRenderer, C = TrivialCsm> +where + G: Gl, + T: TextureMap, + S: ShaderProvider, + C: ContextStateManager, +{ + gl: G, + renderer: Renderer, +} + +impl OwningRenderer +where + G: Gl, + T: TextureMap, + S: ShaderProvider, + C: ContextStateManager, +{ + /// Note: no need to provide a `mut` version of this, as all methods on + /// `glow::HasContext` are immutable. + #[inline] + pub fn gl_context(&self) -> &G { + &self.gl + } + + #[inline] + pub fn renderer(&self) -> &Renderer { + &self.renderer + } + + /// # Errors + /// Some OpenGL errors trigger an error (few are explicitly checked, + /// however) + #[inline] + pub fn render(&mut self, draw_data: &imgui::DrawData) -> Result<(), RenderError> { + self.renderer.render(&self.gl, draw_data) + } +} + +impl Drop for OwningRenderer +where + G: Gl, + T: TextureMap, + S: ShaderProvider, + C: ContextStateManager, +{ + fn drop(&mut self) { + self.renderer.destroy(&self.gl); + } +} + +pub struct Renderer, C = TrivialCsm> +where + G: Gl, + T: TextureMap, + S: ShaderProvider, + C: ContextStateManager, +{ + pub texture_map: T, + pub shader_provider: S, + pub context_state_manager: C, + pub vbo_handle: G::Buffer, + pub ebo_handle: G::Buffer, + pub font_atlas_texture: G::Texture, + #[cfg(feature = "bind_vertex_array_support")] + pub vertex_array_object: G::VertexArray, + pub gl_version: GlVersion, + pub has_clip_origin_support: bool, + pub is_destroyed: bool, +} + +impl Renderer +where + G: Gl, + T: TextureMap, + S: ShaderProvider, + C: ContextStateManager, +{ + /// # Errors + /// Any error initialising the OpenGL objects (including shaders) will + /// result in an error. + pub fn initialize( + gl: &G, + imgui_context: &mut imgui::Context, + texture_map: T, + shader_provider: S, + context_state_manager: C, + ) -> Result { + #![allow( + clippy::similar_names, + clippy::cast_sign_loss, + clippy::shadow_unrelated + )] + + let gl_version = GlVersion::read(gl); + + #[cfg(feature = "clip_origin_support")] + let has_clip_origin_support = { + let support = gl_version.clip_origin_support(); + + #[cfg(feature = "gl_extensions_support")] + if support { + support + } else { + let extensions_count = unsafe { gl.get_parameter_i32(glow::NUM_EXTENSIONS) } as u32; + (0..extensions_count).any(|index| { + let extension_name = + unsafe { gl.get_parameter_indexed_string(glow::EXTENSIONS, index) }; + extension_name == "GL_ARB_clip_control" + }) + } + #[cfg(not(feature = "gl_extensions_support"))] + support + }; + #[cfg(not(feature = "clip_origin_support"))] + let has_clip_origin_support = false; + + let mut context_state_manager = context_state_manager; + context_state_manager.pre_init(gl, gl_version)?; + + let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts())?; + + let mut shader_provider = shader_provider; + shader_provider.initialize(gl, gl_version)?; + let vbo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; + let ebo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; + + context_state_manager.post_init(gl, gl_version)?; + + let out = Self { + texture_map, + shader_provider, + context_state_manager, + vbo_handle, + ebo_handle, + font_atlas_texture, + #[cfg(feature = "bind_vertex_array_support")] + vertex_array_object: 0, + gl_version, + has_clip_origin_support, + is_destroyed: false, + }; + + // Leave this until the end of the function to avoid changing state if + // there was ever an error above + out.configure_imgui_context(imgui_context); + + Ok(out) + } + + pub fn destroy(&mut self, gl: &G) { + if self.is_destroyed { + return; + } + + let gl_version = self.gl_version; + self.context_state_manager.pre_destroy(gl, gl_version); + + if self.vbo_handle != 0 { + unsafe { gl.delete_buffer(self.vbo_handle) }; + self.vbo_handle = 0; + } + if self.ebo_handle != 0 { + unsafe { gl.delete_buffer(self.vbo_handle) }; + self.ebo_handle = 0; + } + let program = self.shader_provider.data().program; + if program != 0 { + unsafe { gl.delete_program(program) }; + } + if self.font_atlas_texture != 0 { + unsafe { gl.delete_texture(self.font_atlas_texture) }; + self.font_atlas_texture = 0; + } + + self.context_state_manager.post_destroy(gl, gl_version); + + self.is_destroyed = true; + } + + /// # Errors + /// Some OpenGL errors trigger an error (few are explicitly checked, + /// however) + pub fn render(&mut self, gl: &G, draw_data: &imgui::DrawData) -> Result<(), RenderError> { + if self.is_destroyed { + return Err(Self::renderer_destroyed()); + } + + let fb_width = draw_data.display_size[0] * draw_data.framebuffer_scale[0]; + let fb_height = draw_data.display_size[1] * draw_data.framebuffer_scale[1]; + if !(fb_width > 0.0 && fb_height > 0.0) { + return Ok(()); + } + + gl_debug_message(gl, "imgui-rs-glow: start render"); + self.context_state_manager.pre_render(gl, self.gl_version)?; + + self.set_up_render_state(gl, draw_data, fb_width, fb_height)?; + + gl_debug_message(gl, "start loop over draw lists"); + for draw_list in draw_data.draw_lists() { + unsafe { + gl.buffer_data_u8_slice( + glow::ARRAY_BUFFER, + to_byte_slice(draw_list.vtx_buffer()), + glow::STREAM_DRAW, + ); + gl.buffer_data_u8_slice( + glow::ELEMENT_ARRAY_BUFFER, + to_byte_slice(draw_list.idx_buffer()), + glow::STREAM_DRAW, + ); + } + + gl_debug_message(gl, "start loop over commands"); + for command in draw_list.commands() { + match command { + imgui::DrawCmd::Elements { count, cmd_params } => { + self.render_elements(gl, count, cmd_params, draw_data, fb_width, fb_height) + } + imgui::DrawCmd::RawCallback { callback, raw_cmd } => unsafe { + callback(draw_list.raw(), raw_cmd) + }, + imgui::DrawCmd::ResetRenderState => { + self.set_up_render_state(gl, draw_data, fb_width, fb_height)? + } + } + } + } + + #[cfg(feature = "bind_vertex_array_support")] + if self.gl_version.bind_vertex_array_support() { + unsafe { gl.delete_vertex_array(self.vertex_array_object) }; + } + + self.context_state_manager + .post_render(gl, self.gl_version)?; + gl_debug_message(gl, "imgui-rs-glow: complete render"); + Ok(()) + } + + /// # Errors + /// Few GL calls are checked for errors, but any that are found will result + /// in an error. Errors from the state manager lifecycle callbacks will also + /// result in an error. + pub fn set_up_render_state( + &mut self, + gl: &G, + draw_data: &imgui::DrawData, + fb_width: f32, + fb_height: f32, + ) -> Result<(), RenderError> { + #![allow(clippy::cast_possible_truncation, clippy::cast_possible_wrap)] + + if self.is_destroyed { + return Err(Self::renderer_destroyed()); + } + + self.context_state_manager + .pre_setup_render(gl, self.gl_version)?; + + unsafe { + gl.active_texture(glow::TEXTURE0); + gl.enable(glow::BLEND); + gl.blend_equation(glow::FUNC_ADD); + gl.blend_func_separate( + glow::SRC_ALPHA, + glow::ONE_MINUS_SRC_ALPHA, + glow::ONE, + glow::ONE_MINUS_SRC_ALPHA, + ); + gl.disable(glow::CULL_FACE); + gl.disable(glow::DEPTH_TEST); + gl.disable(glow::STENCIL_TEST); + gl.enable(glow::SCISSOR_TEST); + + #[cfg(feature = "primitive_restart_support")] + if self.gl_version.primitive_restart_support() { + gl.disable(glow::PRIMITIVE_RESTART); + } + + #[cfg(feature = "polygon_mode_support")] + if self.gl_version.polygon_mode_support() { + gl.polygon_mode(glow::FRONT_AND_BACK, glow::FILL); + } + + gl.viewport(0, 0, fb_width as _, fb_height as _); + } + + #[cfg(feature = "clip_origin_support")] + let clip_origin_is_lower_left = if self.has_clip_origin_support { + unsafe { gl.get_parameter_i32(glow::CLIP_ORIGIN) != glow::UPPER_LEFT as i32 } + } else { + true + }; + #[cfg(not(feature = "clip_origin_support"))] + let clip_origin_is_lower_left = true; + + let projection_matrix = calculate_matrix(draw_data, clip_origin_is_lower_left); + let shader_data = self.shader_provider.data(); + + unsafe { + gl.use_program(Some(shader_data.program)); + gl.uniform_1_i32(Some(&shader_data.texture_uniform_location), 0); + gl.uniform_matrix_4_f32_slice( + Some(&shader_data.matrix_uniform_location), + false, + &projection_matrix, + ); + } + + #[cfg(feature = "bind_sampler_support")] + if self.gl_version.bind_sampler_support() { + unsafe { gl.bind_sampler(0, None) }; + } + + #[cfg(feature = "bind_vertex_array_support")] + if self.gl_version.bind_vertex_array_support() { + unsafe { + self.vertex_array_object = gl + .create_vertex_array() + .map_err(|err| format!("Error creating vertex array object: {}", err))?; + gl.bind_vertex_array(Some(self.vertex_array_object)); + } + } + + // TODO: soon it should be possible for these to be `const` functions + let position_field_offset = memoffset::offset_of!(imgui::DrawVert, pos) as _; + let uv_field_offset = memoffset::offset_of!(imgui::DrawVert, uv) as _; + let color_field_offset = memoffset::offset_of!(imgui::DrawVert, col) as _; + + unsafe { + gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vbo_handle)); + gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.ebo_handle)); + gl.enable_vertex_attrib_array(shader_data.position_attribute_index); + gl.vertex_attrib_pointer_f32( + shader_data.position_attribute_index, + 2, + glow::FLOAT, + false, + size_of::() as _, + position_field_offset, + ); + gl.enable_vertex_attrib_array(shader_data.uv_attribute_index); + gl.vertex_attrib_pointer_f32( + shader_data.uv_attribute_index, + 2, + glow::FLOAT, + false, + size_of::() as _, + uv_field_offset, + ); + gl.enable_vertex_attrib_array(shader_data.color_attribute_index); + gl.vertex_attrib_pointer_f32( + shader_data.color_attribute_index, + 4, + glow::UNSIGNED_BYTE, + true, + size_of::() as _, + color_field_offset, + ); + } + + self.context_state_manager + .post_setup_render(gl, self.gl_version) + } + + fn render_elements( + &self, + gl: &G, + element_count: usize, + element_params: imgui::DrawCmdParams, + draw_data: &imgui::DrawData, + fb_width: f32, + fb_height: f32, + ) { + #![allow( + clippy::similar_names, + clippy::cast_possible_truncation, + clippy::cast_possible_wrap + )] + + let imgui::DrawCmdParams { + clip_rect, + texture_id, + vtx_offset, + idx_offset, + } = element_params; + let clip_off = draw_data.display_pos; + let scale = draw_data.framebuffer_scale; + + let clip_x1 = (clip_rect[0] - clip_off[0]) * scale[0]; + let clip_y1 = (clip_rect[1] - clip_off[1]) * scale[1]; + let clip_x2 = (clip_rect[2] - clip_off[0]) * scale[0]; + let clip_y2 = (clip_rect[3] - clip_off[1]) * scale[1]; + + if clip_x1 >= fb_width || clip_y1 >= fb_height || clip_x2 < 0.0 || clip_y2 < 0.0 { + return; + } + + unsafe { + gl.scissor( + clip_x1 as i32, + (fb_height - clip_y2) as i32, + (clip_x2 - clip_x1) as i32, + (clip_y2 - clip_y1) as i32, + ); + gl.bind_texture(glow::TEXTURE_2D, self.texture_map.gl_texture(texture_id)); + + #[cfg(feature = "vertex_offset_support")] + let with_offset = self.gl_version.vertex_offset_support(); + #[cfg(not(feature = "vertex_offset_support"))] + let with_offset = false; + + if with_offset { + gl.draw_elements_base_vertex( + glow::TRIANGLES, + element_count as _, + imgui_index_type_as_gl(), + (idx_offset * size_of::()) as _, + vtx_offset as _, + ); + } else { + gl.draw_elements( + glow::TRIANGLES, + element_count as _, + imgui_index_type_as_gl(), + (idx_offset * size_of::()) as _, + ); + } + } + } + + fn configure_imgui_context(&self, imgui_context: &mut imgui::Context) { + imgui_context.set_renderer_name(Some( + format!("imgui-rs-glow-render {}", env!("CARGO_PKG_VERSION")).into(), + )); + + #[cfg(feature = "vertex_offset_support")] + if self.gl_version.vertex_offset_support() { + imgui_context + .io_mut() + .backend_flags + .insert(imgui::BackendFlags::RENDERER_HAS_VTX_OFFSET); + } + } + + fn renderer_destroyed() -> RenderError { + "Renderer is destroyed".into() + } +} + +pub trait TextureMap { + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option; +} + +pub struct TrivialTextureMap(); + +impl TextureMap for TrivialTextureMap { + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { + #[allow(clippy::cast_possible_truncation)] + Some(imgui_texture.id() as _) + } +} + +pub trait ContextStateManager { + #![allow(unused_variables, clippy::missing_errors_doc)] + + fn pre_init(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), InitError> { + Ok(()) + } + + fn post_init(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), InitError> { + Ok(()) + } + + fn pre_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { + Ok(()) + } + + fn pre_setup_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { + Ok(()) + } + + fn post_setup_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { + Ok(()) + } + + fn post_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { + Ok(()) + } + + fn pre_destroy(&mut self, gl: &G, gl_version: GlVersion) {} + + fn post_destroy(&mut self, gl: &G, gl_version: GlVersion) {} +} + +pub struct TrivialCsm(); + +impl ContextStateManager for TrivialCsm {} + +/// This `ContextStateManager` is based on the upstream OpenGL example from +/// imgui, where an attempt is made to save and restore the OpenGL context state +/// before and after rendering. +/// +/// It is unlikely that any such attempt will be comprehensive for all possible +/// applications, due to the complexity of OpenGL and the possibility of +/// arbitrary extensions. However, it remains as a useful tool for quickly +/// getting started, and a good example of how to use a `ContextStateManager` to +/// customise the renderer. +#[allow(clippy::struct_excessive_bools)] +#[derive(Default)] +pub struct StateBackupCsm { + active_texture: i32, + program: i32, + texture: i32, + #[cfg(feature = "bind_sampler_support")] + sampler: Option, + array_buffer: i32, + #[cfg(feature = "polygon_mode_support")] + polygon_mode: Option<[i32; 2]>, + viewport: [i32; 4], + scissor_box: [i32; 4], + blend_src_rgb: i32, + blend_dst_rgb: i32, + blend_src_alpha: i32, + blend_dst_alpha: i32, + blend_equation_rgb: i32, + blend_equation_alpha: i32, + blend_enabled: bool, + cull_face_enabled: bool, + depth_test_enabled: bool, + stencil_test_enabled: bool, + scissor_test_enabled: bool, + #[cfg(feature = "primitive_restart_support")] + primitive_restart_enabled: Option, + #[cfg(feature = "bind_vertex_array_support")] + vertex_array_object: Option, +} + +impl ContextStateManager for StateBackupCsm { + fn pre_init(&mut self, gl: &G, _gl_version: GlVersion) -> Result<(), InitError> { + self.texture = unsafe { gl.get_parameter_i32(glow::TEXTURE_BINDING_2D) }; + Ok(()) + } + + fn post_init(&mut self, gl: &G, _gl_version: GlVersion) -> Result<(), InitError> { + #[allow(clippy::clippy::cast_sign_loss)] + unsafe { + gl.bind_texture(glow::TEXTURE_2D, Some(self.texture as _)); + } + Ok(()) + } + + fn pre_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { + #[allow(clippy::cast_sign_loss)] + unsafe { + self.active_texture = gl.get_parameter_i32(glow::ACTIVE_TEXTURE); + self.program = gl.get_parameter_i32(glow::CURRENT_PROGRAM); + self.texture = gl.get_parameter_i32(glow::TEXTURE_BINDING_2D); + #[cfg(feature = "bind_sampler_support")] + if gl_version.bind_sampler_support() { + self.sampler = Some(gl.get_parameter_i32(glow::SAMPLER_BINDING)); + } else { + self.sampler = None; + } + self.array_buffer = gl.get_parameter_i32(glow::ARRAY_BUFFER_BINDING); + + #[cfg(feature = "bind_vertex_array_support")] + if gl_version.bind_vertex_array_support() { + self.vertex_array_object = + Some(gl.get_parameter_i32(glow::VERTEX_ARRAY_BINDING) as _); + } + + #[cfg(feature = "polygon_mode_support")] + if gl_version.polygon_mode_support() { + if self.polygon_mode.is_none() { + self.polygon_mode = Some(Default::default()); + } + gl.get_parameter_i32_slice(glow::POLYGON_MODE, self.polygon_mode.as_mut().unwrap()); + } else { + self.polygon_mode = None; + } + gl.get_parameter_i32_slice(glow::VIEWPORT, &mut self.viewport); + gl.get_parameter_i32_slice(glow::SCISSOR_BOX, &mut self.scissor_box); + self.blend_src_rgb = gl.get_parameter_i32(glow::BLEND_SRC_RGB); + self.blend_dst_rgb = gl.get_parameter_i32(glow::BLEND_DST_RGB); + self.blend_src_alpha = gl.get_parameter_i32(glow::BLEND_SRC_ALPHA); + self.blend_dst_alpha = gl.get_parameter_i32(glow::BLEND_DST_ALPHA); + self.blend_equation_rgb = gl.get_parameter_i32(glow::BLEND_EQUATION_RGB); + self.blend_equation_alpha = gl.get_parameter_i32(glow::BLEND_EQUATION_ALPHA); + self.blend_enabled = gl.is_enabled(glow::BLEND); + self.cull_face_enabled = gl.is_enabled(glow::CULL_FACE); + self.depth_test_enabled = gl.is_enabled(glow::DEPTH_TEST); + self.stencil_test_enabled = gl.is_enabled(glow::STENCIL_TEST); + self.scissor_test_enabled = gl.is_enabled(glow::SCISSOR_TEST); + #[cfg(feature = "primitive_restart_support")] + if gl_version.primitive_restart_support() { + self.primitive_restart_enabled = Some(gl.is_enabled(glow::PRIMITIVE_RESTART)); + } else { + self.primitive_restart_enabled = None; + } + } + Ok(()) + } + + fn post_render(&mut self, gl: &G, _gl_version: GlVersion) -> Result<(), RenderError> { + #![allow(clippy::cast_sign_loss)] + unsafe { + gl.use_program(Some(self.program as _)); + gl.bind_texture(glow::TEXTURE_2D, Some(self.texture as _)); + #[cfg(feature = "bind_sampler_support")] + if let Some(sampler) = self.sampler { + gl.bind_sampler(0, Some(sampler as _)); + } + gl.active_texture(self.active_texture as _); + #[cfg(feature = "bind_vertex_array_support")] + if let Some(vao) = self.vertex_array_object { + gl.bind_vertex_array(Some(vao)); + } + gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.array_buffer as _)); + gl.blend_equation_separate( + self.blend_equation_rgb as _, + self.blend_equation_alpha as _, + ); + gl.blend_func_separate( + self.blend_src_rgb as _, + self.blend_dst_rgb as _, + self.blend_src_alpha as _, + self.blend_dst_alpha as _, + ); + if self.blend_enabled { + gl.enable(glow::BLEND) + } else { + gl.disable(glow::BLEND); + } + if self.cull_face_enabled { + gl.enable(glow::CULL_FACE) + } else { + gl.disable(glow::CULL_FACE) + } + if self.depth_test_enabled { + gl.enable(glow::DEPTH_TEST) + } else { + gl.disable(glow::DEPTH_TEST) + } + if self.stencil_test_enabled { + gl.enable(glow::STENCIL_TEST) + } else { + gl.disable(glow::STENCIL_TEST) + } + if self.scissor_test_enabled { + gl.enable(glow::SCISSOR_TEST) + } else { + gl.disable(glow::SCISSOR_TEST) + } + #[cfg(feature = "primitive_restart_support")] + if let Some(restart_enabled) = self.primitive_restart_enabled { + if restart_enabled { + gl.enable(glow::PRIMITIVE_RESTART) + } else { + gl.disable(glow::PRIMITIVE_RESTART) + } + } + #[cfg(feature = "polygon_mode_support")] + if let Some([mode, _]) = self.polygon_mode { + gl.polygon_mode(glow::FRONT_AND_BACK, mode as _); + } + gl.viewport( + self.viewport[0], + self.viewport[1], + self.viewport[2], + self.viewport[3], + ); + gl.scissor( + self.scissor_box[0], + self.scissor_box[1], + self.scissor_box[2], + self.scissor_box[3], + ); + } + Ok(()) + } +} + +pub trait ShaderProvider { + /// Called during renderer initialization, before this call the shader + /// provide should be in a neutral state and have not interacted with the + /// OpenGL context. + /// + /// Implementors should use this opporunity to check whether the version of + /// the GL context (found with `GlVersion::read`) is compatible with the + /// shader they provide. + /// + /// # Errors + /// Any error creating the GL objects, compiling or linking or loading the + /// shaders, or an GL context with an incompatible OpenGL version will + /// result in an error. + fn initialize(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), ShaderError>; + + fn data(&self) -> &GenericShaderData; +} + +/// A generic shader provider that parses `GL_VERSION` and +/// `GL_SHADING_LANGUAGE_VERSION` at runtime in order to generate shaders which +/// should work on a wide variety of modern devices (GL >= 3.3 and GLES >= 2.0 +/// are expected to work). +pub struct AutoShaderProvider(GenericShaderData); + +impl ShaderProvider for AutoShaderProvider { + fn initialize(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), ShaderError> { + const VERTEX_BODY: &str = r#" +layout (location = 0) in vec2 position; +layout (location = 1) in vec2 uv; +layout (location = 2) in vec4 color; + +uniform mat4 matrix; +out vec2 fragment_uv; +out vec4 fragment_color; + +void main() { + fragment_uv = uv; + fragment_color = color; + gl_Position = matrix * vec4(position.xy, 0, 1); +} +"#; + const FRAGMENT_BODY: &str = r#" +in vec2 fragment_uv; +in vec4 fragment_color; + +uniform sampler2D tex; +layout (location = 0) out vec4 out_color; + +void main() { + out_color = fragment_color * texture(tex, fragment_uv.st); +} +"#; + + let glsl_version = GlslVersion::read(gl); + + // Find the lowest common denominator version + let is_gles = gl_version.is_gles || glsl_version.is_gles; + let (major, minor) = if let std::cmp::Ordering::Less = gl_version + .major + .cmp(&glsl_version.major) + .then(gl_version.minor.cmp(&glsl_version.minor)) + { + (gl_version.major, gl_version.minor) + } else { + (glsl_version.major, glsl_version.minor) + }; + + if is_gles && major < 2 { + return Err(ShaderError::IncompatibleVersion(format!( + "This auto-shader OpenGL version 3.0 or OpenGL ES version 2.0 or higher, found: ES {}.{}", + major, minor + ))); + } + if !is_gles && major < 3 { + return Err(ShaderError::IncompatibleVersion(format!( + "This auto-shader OpenGL version 3.0 or OpenGL ES version 2.0 or higher, found: {}.{}", + major, minor + ))); + } + + let vertex_source = format!( + "#version {major}{minor}{es_extras}\n{body}", + major = major, + minor = minor * 10, + es_extras = if is_gles { + " es\nprecision mediump float;" + } else { + "" + }, + body = VERTEX_BODY, + ); + let fragment_source = format!( + "#version {major}{minor}{es_extras}\n{body}", + major = major, + minor = minor * 10, + es_extras = if is_gles { + " es\nprecision mediump float;" + } else { + "" + }, + body = FRAGMENT_BODY, + ); + + create_shaders(&mut self.0, gl, &vertex_source, &fragment_source) + } + + fn data(&self) -> &GenericShaderData { + &self.0 + } +} + +impl Default for AutoShaderProvider { + fn default() -> Self { + Self( as Default>::default()) + } +} + +/// A shader provider for specific shaders for OpenGL ES (GLSL ES) version(s) +/// 3.0 +#[derive(Default)] +pub struct Es3ShaderProvider(GenericShaderData); + +impl ShaderProvider for Es3ShaderProvider { + fn initialize(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), ShaderError> { + const VERTEX_SOURCE: &str = r#"#version 300 es +precision mediump float; + +layout (location = 0) in vec2 position; +layout (location = 1) in vec2 uv; +layout (location = 2) in vec4 color; + +uniform mat4 matrix; +out vec2 fragment_uv; +out vec4 fragment_color; + +void main() { + fragment_uv = uv; + fragment_color = color; + gl_Position = matrix * vec4(position.xy, 0, 1); +} +"#; + const FRAGMENT_SOURCE: &str = r#"#version 300 es +precision mediump float; + +in vec2 fragment_uv; +in vec4 fragment_color; + +uniform sampler2D tex; +layout (location = 0) out vec4 out_color; + +void main() { + out_color = fragment_color * texture(tex, fragment_uv.st); +} +"#; + + if !gl_version.is_gles { + return Err(ShaderError::IncompatibleVersion(format!( + "A version of OpenGL ES is required for this shader, found: {}.{}", + gl_version.major, gl_version.minor + ))); + } + if gl_version < GlVersion::gles(3, 0) { + return Err(ShaderError::IncompatibleVersion(format!( + "This shader requires OpenGL ES version 3.0 or higher, found: ES {}.{}", + gl_version.major, gl_version.minor + ))); + } + + create_shaders(&mut self.0, gl, VERTEX_SOURCE, FRAGMENT_SOURCE) + } + + fn data(&self) -> &GenericShaderData { + &self.0 + } +} + +pub struct GenericShaderData { + program: G::Program, + texture_uniform_location: G::UniformLocation, + matrix_uniform_location: G::UniformLocation, + position_attribute_index: u32, + uv_attribute_index: u32, + color_attribute_index: u32, +} + +impl Default for GenericShaderData { + fn default() -> Self { + Self { + program: Default::default(), + texture_uniform_location: Default::default(), + matrix_uniform_location: Default::default(), + position_attribute_index: Default::default(), + uv_attribute_index: Default::default(), + color_attribute_index: Default::default(), + } + } +} + +/// # Errors +/// Any error creating OpenGL objects, compiling, or linking the given shaders +/// results in an error. +pub fn create_shaders( + data: &mut GenericShaderData, + gl: &G, + vertex_source: &str, + fragment_source: &str, +) -> Result<(), ShaderError> { + let vertex_shader = + unsafe { gl.create_shader(glow::VERTEX_SHADER) }.map_err(ShaderError::CreateShader)?; + unsafe { + gl.shader_source(vertex_shader, vertex_source); + gl.compile_shader(vertex_shader); + if !gl.get_shader_compile_status(vertex_shader) { + return Err(ShaderError::CompileShader( + gl.get_shader_info_log(vertex_shader), + )); + } + } + + let fragment_shader = + unsafe { gl.create_shader(glow::FRAGMENT_SHADER) }.map_err(ShaderError::CreateShader)?; + unsafe { + gl.shader_source(fragment_shader, fragment_source); + gl.compile_shader(fragment_shader); + if !gl.get_shader_compile_status(fragment_shader) { + return Err(ShaderError::CompileShader( + gl.get_shader_info_log(fragment_shader), + )); + } + } + + let program = unsafe { gl.create_program() }.map_err(ShaderError::CreateProgram)?; + unsafe { + gl.attach_shader(program, vertex_shader); + gl.attach_shader(program, fragment_shader); + gl.link_program(program); + + if !gl.get_program_link_status(program) { + return Err(ShaderError::LinkProgram(gl.get_program_info_log(program))); + } + + gl.detach_shader(program, vertex_shader); + gl.detach_shader(program, fragment_shader); + gl.delete_shader(vertex_shader); + gl.delete_shader(fragment_shader); + } + + data.program = program; + unsafe { + data.texture_uniform_location = gl + .get_uniform_location(program, "tex") + .ok_or_else(|| ShaderError::UniformNotFound("tex".into()))?; + data.matrix_uniform_location = gl + .get_uniform_location(program, "matrix") + .ok_or_else(|| ShaderError::UniformNotFound("matrix".into()))?; + data.position_attribute_index = gl + .get_attrib_location(program, "position") + .ok_or_else(|| ShaderError::AttributeNotFound("position".into()))?; + data.uv_attribute_index = gl + .get_attrib_location(program, "uv") + .ok_or_else(|| ShaderError::AttributeNotFound("uv".into()))?; + data.color_attribute_index = gl + .get_attrib_location(program, "color") + .ok_or_else(|| ShaderError::AttributeNotFound("color".into()))?; + } + + Ok(()) +} + +#[derive(Debug)] +pub enum ShaderError { + IncompatibleVersion(String), + CreateShader(String), + CreateProgram(String), + CompileShader(String), + LinkProgram(String), + UniformNotFound(Cow<'static, str>), + AttributeNotFound(Cow<'static, str>), +} + +impl Error for ShaderError {} + +impl Display for ShaderError { + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + match self { + Self::IncompatibleVersion(msg) => write!( + f, + "Shader not compatible with OpenGL version found in the context: {}", + msg + ), + Self::CreateShader(msg) => write!(f, "Error creating shader object: {}", msg), + Self::CreateProgram(msg) => write!(f, "Error creating program object: {}", msg), + Self::CompileShader(msg) => write!(f, "Error compiling shader: {}", msg), + Self::LinkProgram(msg) => write!(f, "Error linking shader program: {}", msg), + Self::UniformNotFound(uniform_name) => { + write!(f, "Uniform `{}` not found in shader program", uniform_name) + } + Self::AttributeNotFound(attribute_name) => { + write!( + f, + "Attribute `{}` not found in shader program", + attribute_name + ) + } + } + } +} + +#[derive(Debug)] +pub enum InitError { + Shader(ShaderError), + CreateBufferObject(String), + CreateTexture(String), + UserError(String), +} + +impl Error for InitError { + fn source(&self) -> Option<&(dyn Error + 'static)> { + match self { + Self::Shader(error) => Some(error), + _ => None, + } + } +} + +impl Display for InitError { + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + match self { + Self::Shader(error) => write!(f, "Shader initialisation error: {}", error), + Self::CreateBufferObject(msg) => write!(f, "Error creating buffer object: {}", msg), + Self::CreateTexture(msg) => write!(f, "Error creating texture object: {}", msg), + Self::UserError(msg) => write!(f, "Initialization error: {}", msg), + } + } +} + +impl From for InitError { + fn from(error: ShaderError) -> Self { + Self::Shader(error) + } +} + +pub type RenderError = String; + +fn prepare_font_atlas( + gl: &G, + mut fonts: imgui::FontAtlasRefMut, +) -> Result { + #![allow(clippy::cast_possible_wrap)] + + let atlas_texture = fonts.build_rgba32_texture(); + + let gl_texture = unsafe { gl.create_texture() }.map_err(InitError::CreateTexture)?; + + unsafe { + gl.bind_texture(glow::TEXTURE_2D, Some(gl_texture)); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_MIN_FILTER, + glow::LINEAR as _, + ); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_MAG_FILTER, + glow::LINEAR as _, + ); + gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::RGBA as _, + atlas_texture.width as _, + atlas_texture.height as _, + 0, + glow::RGBA, + glow::UNSIGNED_BYTE, + Some(atlas_texture.data), + ) + } + + fonts.tex_id = TextureId::new(gl_texture as _); + + Ok(gl_texture) +} + +fn gl_debug_message(context: &G, message: impl AsRef) { + unsafe { + context.debug_message_insert( + glow::DEBUG_SOURCE_APPLICATION, + glow::DEBUG_TYPE_MARKER, + 0, + glow::DEBUG_SEVERITY_NOTIFICATION, + message, + ) + }; +} + +fn calculate_matrix(draw_data: &imgui::DrawData, clip_origin_is_lower_left: bool) -> [f32; 16] { + #![allow(clippy::deprecated_cfg_attr)] + + let left = draw_data.display_pos[0]; + let right = draw_data.display_pos[0] + draw_data.display_size[0]; + let top = draw_data.display_pos[1]; + let bottom = draw_data.display_pos[1] + draw_data.display_size[1]; + + #[cfg(feature = "clip_origin_support")] + let (top, bottom) = if clip_origin_is_lower_left { + (top, bottom) + } else { + (bottom, top) + }; + + #[cfg_attr(rustfmt, rustfmt::skip)] + { + [ + 2.0 / (right - left) , 0.0 , 0.0 , 0.0, + 0.0 , (2.0 / (top - bottom)) , 0.0 , 0.0, + 0.0 , 0.0 , -1.0, 0.0, + (right + left) / (left - right), (top + bottom) / (bottom - top), 0.0 , 1.0, + ] + } +} + +unsafe fn to_byte_slice(slice: &[T]) -> &[u8] { + std::slice::from_raw_parts(slice.as_ptr().cast(), slice.len() * size_of::()) +} + +const fn imgui_index_type_as_gl() -> u32 { + match size_of::() { + 1 => glow::UNSIGNED_BYTE, + 2 => glow::UNSIGNED_SHORT, + _ => glow::UNSIGNED_INT, + } +} diff --git a/imgui-glow-renderer/src/versions.rs b/imgui-glow-renderer/src/versions.rs new file mode 100644 index 0000000..96c50aa --- /dev/null +++ b/imgui-glow-renderer/src/versions.rs @@ -0,0 +1,181 @@ +#![allow(clippy::must_use_candidate)] + +#[derive(PartialEq, Clone, Copy)] +pub struct GlVersion { + pub major: u16, + pub minor: u16, + pub is_gles: bool, +} + +impl GlVersion { + pub const fn gl(major: u16, minor: u16) -> Self { + Self { + major, + minor, + is_gles: false, + } + } + + pub const fn gles(major: u16, minor: u16) -> Self { + Self { + major, + minor, + is_gles: true, + } + } + + pub fn read(gl: &G) -> Self { + Self::parse(&unsafe { gl.get_parameter_string(glow::VERSION) }) + } + + /// Parse the OpenGL version from the version string queried from the driver + /// via the `GL_VERSION` enum. + /// + /// Version strings are documented to be in the form + /// `.[.][ ]` + /// for full-fat OpenGL, and + /// `OpenGL ES .[.][ ]` + /// for OpenGL ES. + /// + /// Examples based on strings found in the wild: + /// ```rust + /// # use glow_renderer::GlVersion; + /// let version = GlVersion::parse("4.6.0 NVIDIA 465.27"); + /// assert!(!version.is_gles); + /// assert_eq!(version.major, 4); + /// assert_eq!(version.minor, 6); + /// let version = GlVersion::parse("OpenGL ES 3.2 NVIDIA 465.27"); + /// assert!(version.is_gles); + /// assert_eq!(version.major, 3); + /// assert_eq!(version.minor, 2); + /// ``` + pub fn parse(gl_version_string: &str) -> Self { + let (version_string, is_gles) = gl_version_string + .strip_prefix("OpenGL ES ") + .map_or_else(|| (gl_version_string, false), |version| (version, true)); + + let mut parts = version_string.split(|c: char| !c.is_numeric()); + let major = parts.next().unwrap_or("0").parse().unwrap_or(0); + let minor = parts.next().unwrap_or("0").parse().unwrap_or(0); + + Self { + major, + minor, + is_gles, + } + } + + /// Vertex array binding is provided by `glBindVertexArray`, which is + /// not present in OpenGL (ES) <3.0 + #[cfg(feature = "bind_vertex_array_support")] + pub fn bind_vertex_array_support(self) -> bool { + self.major >= 3 + } + + /// Vertex offset support is provided by `glDrawElementsBaseVertex`, which is + /// only present from OpenGL 3.2 and above. + #[cfg(feature = "vertex_offset_support")] + pub fn vertex_offset_support(self) -> bool { + !self.is_gles && self >= Self::gl(3, 2) + } + + /// Vertex arrays (e.g. `glBindVertexArray`) are supported from OpenGL 3.0 + /// and OpenGL ES 3.0 + #[cfg(feature = "vertex_array_support")] + pub fn vertex_array_support(self) -> bool { + self >= Self::gl(3, 0) || self >= Self::gles(3, 0) + } + + /// Separate binding of sampler (`glBindSampler`) is supported from OpenGL + /// 3.2 or ES 3.0 + #[cfg(feature = "bind_sampler_support")] + pub fn bind_sampler_support(self) -> bool { + self >= GlVersion::gl(3, 2) || self >= GlVersion::gles(3, 0) + } + + /// Setting the clip origin (`GL_CLIP_ORIGIN`) is suppoted from OpenGL 4.5 + #[cfg(feature = "clip_origin_support")] + pub fn clip_origin_support(self) -> bool { + self >= GlVersion::gl(4, 5) + } + + #[cfg(feature = "polygon_mode_support")] + pub fn polygon_mode_support(self) -> bool { + !self.is_gles + } + + #[cfg(feature = "primitive_restart_support")] + pub fn primitive_restart_support(self) -> bool { + self >= GlVersion::gl(3, 1) + } +} + +impl PartialOrd for GlVersion { + fn partial_cmp(&self, other: &Self) -> Option { + if self.is_gles == other.is_gles { + Some( + self.major + .cmp(&other.major) + .then(self.minor.cmp(&other.minor)), + ) + } else { + None + } + } +} + +pub struct GlslVersion { + pub major: u16, + pub minor: u16, + pub is_gles: bool, +} + +impl GlslVersion { + pub fn read(gl: &G) -> Self { + Self::parse(&unsafe { gl.get_parameter_string(glow::SHADING_LANGUAGE_VERSION) }) + } + + /// Parse the OpenGL version from the version string queried from the driver + /// via the `GL_SHADING_LANGUAGE_VERSION` enum. + /// + /// Version strings are documented to be in the form + /// `.[.][ ]` + /// for full-fat OpenGL, and + /// `OpenGL ES GLSL ES .[.][ ]` + /// for OpenGL ES (however, strings omitting that prefix have been observed). + /// + /// Examples based on strings found in the wild: + /// ```rust + /// # use glow_renderer::GlslVersion; + /// let version = GlslVersion::parse("4.60 NVIDIA"); + /// assert!(!version.is_gles); + /// assert_eq!(version.major, 4); + /// assert_eq!(version.minor, 6); + /// let version = GlslVersion::parse("OpenGL ES GLSL ES 3.20"); + /// assert!(version.is_gles); + /// assert_eq!(version.major, 3); + /// assert_eq!(version.minor, 2); + /// ``` + pub fn parse(gl_shading_language_version: &str) -> Self { + let (version_string, is_gles) = gl_shading_language_version + .strip_prefix("OpenGL ES GLSL ES ") + .map_or_else( + || (gl_shading_language_version, false), + |version| (version, true), + ); + + let mut parts = version_string.split(|c: char| !c.is_numeric()); + let major = parts.next().unwrap_or("0").parse().unwrap_or(0); + let minor = parts.next().unwrap_or("0").parse().unwrap_or(0); + + // The minor version has been observed specified as both a single- or + // double-digit version + let minor = if minor >= 10 { minor / 10 } else { minor }; + + Self { + major, + minor, + is_gles, + } + } +} From bbe598a24da89010d8b4a23a9562a7fc4d1fb5e2 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Wed, 9 Jun 2021 22:32:00 +0100 Subject: [PATCH 02/29] Remove unnecessary code from basic glow example --- imgui-glow-renderer/examples/basic.rs | 8 -------- 1 file changed, 8 deletions(-) diff --git a/imgui-glow-renderer/examples/basic.rs b/imgui-glow-renderer/examples/basic.rs index 239360a..88d3867 100644 --- a/imgui-glow-renderer/examples/basic.rs +++ b/imgui-glow-renderer/examples/basic.rs @@ -20,7 +20,6 @@ fn main() { // OpenGL context from glow let gl = glow_context(&window); - unsafe { gl.clear_color(0.05, 0.05, 0.1, 1.0) }; // OpenGL renderer from this crate let mut ig_renderer = imgui_glow_renderer::auto_renderer(gl, &mut imgui_context) @@ -31,13 +30,6 @@ fn main() { event_loop.run(move |event, _, control_flow| { *control_flow = glutin::event_loop::ControlFlow::Wait; match event { - glutin::event::Event::NewEvents(_) => { - let now = Instant::now(); - imgui_context - .io_mut() - .update_delta_time(now.duration_since(last_frame)); - last_frame = now; - } glutin::event::Event::MainEventsCleared => { winit_platform .prepare_frame(imgui_context.io_mut(), window.window()) From 06b08508d9ed3fdc0c23562ab3602e3aeb4abeb5 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Wed, 9 Jun 2021 23:02:54 +0100 Subject: [PATCH 03/29] Derive Default on trivial structs --- imgui-glow-renderer/src/lib.rs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 98173df..6f8ef39 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -605,6 +605,7 @@ pub trait TextureMap { fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option; } +#[derive(Default)] pub struct TrivialTextureMap(); impl TextureMap for TrivialTextureMap { @@ -646,6 +647,7 @@ pub trait ContextStateManager { fn post_destroy(&mut self, gl: &G, gl_version: GlVersion) {} } +#[derive(Default)] pub struct TrivialCsm(); impl ContextStateManager for TrivialCsm {} From f1bd13b73ea25ac51dff27923f08910ec1cd42d0 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Wed, 9 Jun 2021 23:03:09 +0100 Subject: [PATCH 04/29] Flesh out examples --- .../examples/{basic.rs => 01_basic.rs} | 3 - imgui-glow-renderer/examples/02_triangle.rs | 82 +++++++++++ .../examples/03_triangle_gles.rs | 79 ++++++++++ imgui-glow-renderer/examples/utils/mod.rs | 135 ++++++++++++++++++ 4 files changed, 296 insertions(+), 3 deletions(-) rename imgui-glow-renderer/examples/{basic.rs => 01_basic.rs} (98%) create mode 100644 imgui-glow-renderer/examples/02_triangle.rs create mode 100644 imgui-glow-renderer/examples/03_triangle_gles.rs create mode 100644 imgui-glow-renderer/examples/utils/mod.rs diff --git a/imgui-glow-renderer/examples/basic.rs b/imgui-glow-renderer/examples/01_basic.rs similarity index 98% rename from imgui-glow-renderer/examples/basic.rs rename to imgui-glow-renderer/examples/01_basic.rs index 88d3867..84aebe8 100644 --- a/imgui-glow-renderer/examples/basic.rs +++ b/imgui-glow-renderer/examples/01_basic.rs @@ -1,8 +1,6 @@ //! A basic self-contained example to get you from zero-to-demo-window as fast //! as possible. -use std::time::Instant; - use glow::HasContext; use glutin::{event_loop::EventLoop, WindowedContext}; use imgui_winit_support::WinitPlatform; @@ -26,7 +24,6 @@ fn main() { .expect("failed to create renderer"); // Standard winit event loop - let mut last_frame = Instant::now(); event_loop.run(move |event, _, control_flow| { *control_flow = glutin::event_loop::ControlFlow::Wait; match event { diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs new file mode 100644 index 0000000..a49bb64 --- /dev/null +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -0,0 +1,82 @@ +//! A basic example showing imgui rendering together with some custom rendering. +//! +//! Note this example uses `RendererBuilder` rather than `auto_renderer` and +//! (because we're using the default "trivial" `ContextStateManager`) +//! therefore does not attempt to backup/restore OpenGL state. + +use std::time::Instant; + +use glow::HasContext; + +mod utils; + +use utils::Triangler; + +fn main() { + let (event_loop, window) = utils::create_window("Hello, triangle!", glutin::GlRequest::Latest); + let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); + let gl = utils::glow_context(&window); + + let mut ig_renderer = imgui_glow_renderer::RendererBuilder::new() + .build_owning(gl, &mut imgui_context) + .expect("failed to create renderer"); + let tri_renderer = Triangler::new(ig_renderer.gl_context(), "#version 330"); + + let mut last_frame = Instant::now(); + event_loop.run(move |event, _, control_flow| { + *control_flow = glutin::event_loop::ControlFlow::Wait; + match event { + glutin::event::Event::NewEvents(_) => { + let now = Instant::now(); + imgui_context + .io_mut() + .update_delta_time(now.duration_since(last_frame)); + last_frame = now; + } + glutin::event::Event::MainEventsCleared => { + winit_platform + .prepare_frame(imgui_context.io_mut(), window.window()) + .unwrap(); + + window.window().request_redraw(); + } + glutin::event::Event::RedrawRequested(_) => { + { + let gl = ig_renderer.gl_context(); + // This is required because, without the `StateBackupCsm` + // (which is provided by `auto_renderer` but not + // `RendererBuilder` by default), the OpenGL context is left + // in an arbitrary, dirty state + unsafe { gl.disable(glow::SCISSOR_TEST) }; + tri_renderer.render(gl); + } + + let ui = imgui_context.frame(); + // Safety: internally, this reference just gets passed as a + // pointer to imgui, which handles the null pointer properly. + ui.show_demo_window(unsafe { &mut *std::ptr::null_mut() }); + + winit_platform.prepare_render(&ui, window.window()); + let draw_data = ui.render(); + ig_renderer + .render(&draw_data) + .expect("error rendering imgui"); + + window.swap_buffers().unwrap(); + } + glutin::event::Event::WindowEvent { + event: glutin::event::WindowEvent::CloseRequested, + .. + } => { + *control_flow = glutin::event_loop::ControlFlow::Exit; + } + glutin::event::Event::LoopDestroyed => { + let gl = ig_renderer.gl_context(); + tri_renderer.destroy(gl); + } + event => { + winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event); + } + } + }); +} diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs new file mode 100644 index 0000000..7609c4e --- /dev/null +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -0,0 +1,79 @@ +//! A basic example showing imgui rendering together with some custom rendering +//! using OpenGL ES, rather than full-fat OpenGL. +//! +//! Note this example uses `Renderer` rather than `OwningRenderer` and +//! therefore requries more lifetime-management of the OpenGL context. + +use std::time::Instant; + +mod utils; + +use utils::Triangler; + +fn main() { + let (event_loop, window) = utils::create_window( + "Hello, triangle!", + glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (3, 0)), + ); + let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); + let gl = utils::glow_context(&window); + + let mut ig_renderer = imgui_glow_renderer::RendererBuilder::new() + .with_context_state_manager(imgui_glow_renderer::StateBackupCsm::default()) + .build_borrowing(&gl, &mut imgui_context) + .expect("failed to create renderer"); + // Note the shader header now needs a precision specifier + let tri_renderer = Triangler::new(&gl, "#version 300 es\nprecision mediump float;"); + + let mut last_frame = Instant::now(); + event_loop.run(move |event, _, control_flow| { + *control_flow = glutin::event_loop::ControlFlow::Wait; + match event { + glutin::event::Event::NewEvents(_) => { + let now = Instant::now(); + imgui_context + .io_mut() + .update_delta_time(now.duration_since(last_frame)); + last_frame = now; + } + glutin::event::Event::MainEventsCleared => { + winit_platform + .prepare_frame(imgui_context.io_mut(), window.window()) + .unwrap(); + + window.window().request_redraw(); + } + glutin::event::Event::RedrawRequested(_) => { + tri_renderer.render(&gl); + + let ui = imgui_context.frame(); + // Safety: internally, this reference just gets passed as a + // pointer to imgui, which handles the null pointer properly. + ui.show_demo_window(unsafe { &mut *std::ptr::null_mut() }); + + winit_platform.prepare_render(&ui, window.window()); + let draw_data = ui.render(); + ig_renderer + .render(&gl, &draw_data) + .expect("error rendering imgui"); + + window.swap_buffers().unwrap(); + } + glutin::event::Event::WindowEvent { + event: glutin::event::WindowEvent::CloseRequested, + .. + } => { + *control_flow = glutin::event_loop::ControlFlow::Exit; + } + glutin::event::Event::LoopDestroyed => { + tri_renderer.destroy(&gl); + // Note, to be good citizens we should manually call destroy + // when the renderer does not own the GL context + ig_renderer.destroy(&gl); + } + event => { + winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event); + } + } + }); +} diff --git a/imgui-glow-renderer/examples/utils/mod.rs b/imgui-glow-renderer/examples/utils/mod.rs new file mode 100644 index 0000000..e8bd995 --- /dev/null +++ b/imgui-glow-renderer/examples/utils/mod.rs @@ -0,0 +1,135 @@ +use glow::HasContext; +use glutin::{event_loop::EventLoop, GlRequest}; +use imgui_winit_support::WinitPlatform; + +pub type Window = glutin::WindowedContext; + +pub fn create_window(title: &str, gl_request: GlRequest) -> (EventLoop<()>, Window) { + let event_loop = glutin::event_loop::EventLoop::new(); + let window = glutin::window::WindowBuilder::new() + .with_title(title) + .with_inner_size(glutin::dpi::LogicalSize::new(1024, 768)); + let window = glutin::ContextBuilder::new() + .with_gl(gl_request) + .with_vsync(true) + .build_windowed(window, &event_loop) + .expect("could not create window"); + let window = unsafe { + window + .make_current() + .expect("could not make window context current") + }; + (event_loop, window) +} + +pub fn glow_context(window: &Window) -> glow::Context { + unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) } +} + +pub fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) { + let mut imgui_context = imgui::Context::create(); + imgui_context.set_ini_filename(None); + + let mut winit_platform = WinitPlatform::init(&mut imgui_context); + winit_platform.attach_window( + imgui_context.io_mut(), + window.window(), + imgui_winit_support::HiDpiMode::Rounded, + ); + + imgui_context + .fonts() + .add_font(&[imgui::FontSource::DefaultFontData { config: None }]); + + imgui_context.io_mut().font_global_scale = (1.0 / winit_platform.hidpi_factor()) as f32; + + (winit_platform, imgui_context) +} + +pub struct Triangler { + pub program: ::Program, + pub vertex_array: ::VertexArray, +} + +impl Triangler { + pub fn new(gl: &glow::Context, shader_header: &str) -> Self { + const VERTEX_SHADER_SOURCE: &str = r#" +const vec2 verts[3] = vec2[3]( + vec2(0.5f, 1.0f), + vec2(0.0f, 0.0f), + vec2(1.0f, 0.0f) +); + +out vec2 vert; + +void main() { + vert = verts[gl_VertexID]; + gl_Position = vec4(vert - 0.5, 0.0, 1.0); +} +"#; + const FRAGMENT_SHADER_SOURCE: &str = r#" +in vec2 vert; +out vec4 colour; + +void main() { + colour = vec4(vert, 0.5, 1.0); +} +"#; + + let mut shaders = [ + (glow::VERTEX_SHADER, VERTEX_SHADER_SOURCE, 0), + (glow::FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE, 0), + ]; + + unsafe { + let vertex_array = gl + .create_vertex_array() + .expect("Cannot create vertex array"); + + let program = gl.create_program().expect("Cannot create program"); + + for (kind, source, handle) in &mut shaders { + let shader = gl.create_shader(*kind).expect("Cannot create shader"); + gl.shader_source(shader, &format!("{}\n{}", shader_header, *source)); + gl.compile_shader(shader); + if !gl.get_shader_compile_status(shader) { + panic!("{}", gl.get_shader_info_log(shader)); + } + gl.attach_shader(program, shader); + *handle = shader; + } + + gl.link_program(program); + if !gl.get_program_link_status(program) { + panic!("{}", gl.get_program_info_log(program)); + } + + for &(_, _, shader) in &shaders { + gl.detach_shader(program, shader); + gl.delete_shader(shader); + } + + Self { + program, + vertex_array, + } + } + } + + pub fn render(&self, gl: &glow::Context) { + unsafe { + gl.clear_color(0.05, 0.05, 0.1, 1.0); + gl.clear(glow::COLOR_BUFFER_BIT); + gl.use_program(Some(self.program)); + gl.bind_vertex_array(Some(self.vertex_array)); + gl.draw_arrays(glow::TRIANGLES, 0, 3); + } + } + + pub fn destroy(&self, gl: &glow::Context) { + unsafe { + gl.delete_program(self.program); + gl.delete_vertex_array(self.vertex_array); + } + } +} From f92e9c4beb5cb4c642bfc6586771ec12ad1dde47 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Wed, 9 Jun 2021 23:14:55 +0100 Subject: [PATCH 05/29] Add a few more docs --- imgui-glow-renderer/src/lib.rs | 21 +++++++++++++++++++-- 1 file changed, 19 insertions(+), 2 deletions(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 6f8ef39..8beddae 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -42,6 +42,14 @@ impl< /// you probably want to take more control (including ownership of the GL /// context). In those cases, construct an appropriate renderer with /// `RendererBuilder`. +/// +/// By default, it constructs a renderer which owns the OpenGL context and +/// attempts to backup the OpenGL state before rendering and restore it after +/// rendering. +/// +/// # Errors +/// Any error initialising the OpenGL objects (including shaders) will +/// result in an error. pub fn auto_renderer( gl: G, imgui_context: &mut imgui::Context, @@ -117,7 +125,12 @@ where phantom_gl: self.phantom_gl, } } - + /// Build a renderer which owns the OpenGL context (which can be borrowed + /// from the renderer, but not taken). + /// + /// # Errors + /// Any error initialising the OpenGL objects (including shaders) will + /// result in an error. pub fn build_owning( self, gl: G, @@ -127,6 +140,11 @@ where Ok(OwningRenderer:: { gl, renderer }) } + /// Build a renderer which needs to borrow a context in order to render. + /// + /// # Errors + /// Any error initialising the OpenGL objects (including shaders) will + /// result in an error. pub fn build_borrowing( self, gl: &G, @@ -142,7 +160,6 @@ where } } -// TODO: builder pattern /// Renderer which owns the OpenGL context. Useful for simple applications, but /// more complicated applications may prefer to keep control of their own /// OpenGL context, or even change that context at runtime. From cdf90639c6667f7ccd849eda04bb82d3658ee905 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Wed, 9 Jun 2021 23:21:52 +0100 Subject: [PATCH 06/29] Attempt to start documenting better --- imgui-glow-renderer/src/lib.rs | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 8beddae..dbd6601 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -9,9 +9,9 @@ pub mod versions; // TODO: document all the things! // This may be generics overkill, but I have to assume there's some reason that -// `glow` hid the functions of `Context` behind the `HasContext` trait. The -// specified types I require here are necessary because otherwise I can't -// perform the required initialisations or conversions in the code below. In +// `glow` hid the functions of `[glow::Context]` behind the `[glow::Context]` +// trait. The specified types required here are necessary because otherwise +// required initialisations or conversions in this crate can't be performed. In // any case, the OpenGL standard specifies these types, so there should be no // loss of generality. pub trait Gl: @@ -41,7 +41,7 @@ impl< /// Convenience function to get you going quickly. In most larger programs /// you probably want to take more control (including ownership of the GL /// context). In those cases, construct an appropriate renderer with -/// `RendererBuilder`. +/// `[RendererBuilder]`. /// /// By default, it constructs a renderer which owns the OpenGL context and /// attempts to backup the OpenGL state before rendering and restore it after @@ -165,7 +165,7 @@ where /// OpenGL context, or even change that context at runtime. /// /// OpenGL context is still available to the rest of the application through -/// the `gl_context` method. +/// the `[gl_context]` method. pub struct OwningRenderer, C = TrivialCsm> where G: Gl, @@ -185,7 +185,7 @@ where C: ContextStateManager, { /// Note: no need to provide a `mut` version of this, as all methods on - /// `glow::HasContext` are immutable. + /// `[glow::HasContext]` are immutable. #[inline] pub fn gl_context(&self) -> &G { &self.gl @@ -669,14 +669,14 @@ pub struct TrivialCsm(); impl ContextStateManager for TrivialCsm {} -/// This `ContextStateManager` is based on the upstream OpenGL example from +/// This `[ContextStateManager]` is based on the upstream OpenGL example from /// imgui, where an attempt is made to save and restore the OpenGL context state /// before and after rendering. /// /// It is unlikely that any such attempt will be comprehensive for all possible /// applications, due to the complexity of OpenGL and the possibility of /// arbitrary extensions. However, it remains as a useful tool for quickly -/// getting started, and a good example of how to use a `ContextStateManager` to +/// getting started, and a good example of how to use a `[ContextStateManager]` to /// customise the renderer. #[allow(clippy::struct_excessive_bools)] #[derive(Default)] @@ -859,7 +859,7 @@ pub trait ShaderProvider { /// OpenGL context. /// /// Implementors should use this opporunity to check whether the version of - /// the GL context (found with `GlVersion::read`) is compatible with the + /// the GL context (found with `[GlVersion::read]`) is compatible with the /// shader they provide. /// /// # Errors From 23fe42780b792e8b1d8527b6f185c9d9ccf14542 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Thu, 10 Jun 2021 00:15:47 +0100 Subject: [PATCH 07/29] Make fields of `GenericShaderData` pub to aid in user-implementation --- imgui-glow-renderer/src/lib.rs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index dbd6601..618feaf 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -1030,12 +1030,12 @@ void main() { } pub struct GenericShaderData { - program: G::Program, - texture_uniform_location: G::UniformLocation, - matrix_uniform_location: G::UniformLocation, - position_attribute_index: u32, - uv_attribute_index: u32, - color_attribute_index: u32, + pub program: G::Program, + pub texture_uniform_location: G::UniformLocation, + pub matrix_uniform_location: G::UniformLocation, + pub position_attribute_index: u32, + pub uv_attribute_index: u32, + pub color_attribute_index: u32, } impl Default for GenericShaderData { From f70ddfa29e8e02ecb53553fba1e849fea882e9e9 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Thu, 10 Jun 2021 23:10:50 +0100 Subject: [PATCH 08/29] Fix typo deleting the wrong buffer object --- imgui-glow-renderer/src/lib.rs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 618feaf..3c63699 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -329,7 +329,7 @@ where self.vbo_handle = 0; } if self.ebo_handle != 0 { - unsafe { gl.delete_buffer(self.vbo_handle) }; + unsafe { gl.delete_buffer(self.ebo_handle) }; self.ebo_handle = 0; } let program = self.shader_provider.data().program; From fc82d411547986d362a7fa4c1ba08d1aa1259fdd Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Mon, 21 Jun 2021 21:16:42 +0100 Subject: [PATCH 09/29] Add accurate framerate to basic example --- imgui-glow-renderer/examples/01_basic.rs | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/imgui-glow-renderer/examples/01_basic.rs b/imgui-glow-renderer/examples/01_basic.rs index 84aebe8..2172c44 100644 --- a/imgui-glow-renderer/examples/01_basic.rs +++ b/imgui-glow-renderer/examples/01_basic.rs @@ -1,6 +1,8 @@ //! A basic self-contained example to get you from zero-to-demo-window as fast //! as possible. +use std::time::Instant; + use glow::HasContext; use glutin::{event_loop::EventLoop, WindowedContext}; use imgui_winit_support::WinitPlatform; @@ -23,10 +25,19 @@ fn main() { let mut ig_renderer = imgui_glow_renderer::auto_renderer(gl, &mut imgui_context) .expect("failed to create renderer"); + let mut last_frame = Instant::now(); + // Standard winit event loop event_loop.run(move |event, _, control_flow| { *control_flow = glutin::event_loop::ControlFlow::Wait; match event { + glutin::event::Event::NewEvents(_) => { + let now = Instant::now(); + imgui_context + .io_mut() + .update_delta_time(now.duration_since(last_frame)); + last_frame = now; + } glutin::event::Event::MainEventsCleared => { winit_platform .prepare_frame(imgui_context.io_mut(), window.window()) From 87baa92b98dfcc6f2a0afa0a13e8986f3d4258c4 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Mon, 21 Jun 2021 22:29:25 +0100 Subject: [PATCH 10/29] Fix up texture use Previous `prepare_font_atlas` silently assumed a TrivialTextureMap. Also adds an impl of `TextureMap` for `imgui::Textures` as a further example. --- imgui-glow-renderer/src/lib.rs | 33 +++++++++++++++++++++++++++++---- 1 file changed, 29 insertions(+), 4 deletions(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 3c63699..546db98 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -250,7 +250,7 @@ where pub fn initialize( gl: &G, imgui_context: &mut imgui::Context, - texture_map: T, + mut texture_map: T, shader_provider: S, context_state_manager: C, ) -> Result { @@ -286,7 +286,7 @@ where let mut context_state_manager = context_state_manager; context_state_manager.pre_init(gl, gl_version)?; - let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts())?; + let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts(), &mut texture_map)?; let mut shader_provider = shader_provider; shader_provider.initialize(gl, gl_version)?; @@ -620,16 +620,36 @@ where pub trait TextureMap { fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option; + + fn register(&mut self, gl_texture: glow::Texture) -> Option; } +/// Texture map where the imgui texture ID is simply the OpenGL texture ID #[derive(Default)] pub struct TrivialTextureMap(); impl TextureMap for TrivialTextureMap { + #[inline(always)] fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { #[allow(clippy::cast_possible_truncation)] Some(imgui_texture.id() as _) } + + #[inline(always)] + fn register(&mut self, gl_texture: glow::Texture) -> Option { + Some(imgui::TextureId::new(gl_texture as _)) + } +} + +/// `Textures` from the `imgui` crate is a simple choice for a texture map +impl TextureMap for imgui::Textures { + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { + self.get(imgui_texture).cloned() + } + + fn register(&mut self, gl_texture: glow::Texture) -> Option { + Some(self.insert(gl_texture)) + } } pub trait ContextStateManager { @@ -1166,6 +1186,7 @@ pub enum InitError { Shader(ShaderError), CreateBufferObject(String), CreateTexture(String), + RegisterTexture, UserError(String), } @@ -1184,6 +1205,7 @@ impl Display for InitError { Self::Shader(error) => write!(f, "Shader initialisation error: {}", error), Self::CreateBufferObject(msg) => write!(f, "Error creating buffer object: {}", msg), Self::CreateTexture(msg) => write!(f, "Error creating texture object: {}", msg), + Self::RegisterTexture => write!(f, "Error registering texture in texture map"), Self::UserError(msg) => write!(f, "Initialization error: {}", msg), } } @@ -1197,9 +1219,10 @@ impl From for InitError { pub type RenderError = String; -fn prepare_font_atlas( +fn prepare_font_atlas( gl: &G, mut fonts: imgui::FontAtlasRefMut, + texture_map: &mut T, ) -> Result { #![allow(clippy::cast_possible_wrap)] @@ -1232,7 +1255,9 @@ fn prepare_font_atlas( ) } - fonts.tex_id = TextureId::new(gl_texture as _); + fonts.tex_id = texture_map + .register(gl_texture) + .ok_or(InitError::RegisterTexture)?; Ok(gl_texture) } From d1df09dab4bf061a899dc8b938fd041c6906ac45 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Mon, 21 Jun 2021 22:31:18 +0100 Subject: [PATCH 11/29] Add example based on `custom_textures.rs` --- imgui-glow-renderer/Cargo.toml | 1 + .../examples/04_custom_textures.rs | 284 ++++++++++++++++++ 2 files changed, 285 insertions(+) create mode 100644 imgui-glow-renderer/examples/04_custom_textures.rs diff --git a/imgui-glow-renderer/Cargo.toml b/imgui-glow-renderer/Cargo.toml index 4a97636..67d7a7e 100644 --- a/imgui-glow-renderer/Cargo.toml +++ b/imgui-glow-renderer/Cargo.toml @@ -17,6 +17,7 @@ memoffset = "0.6.4" [dev-dependencies] glutin = "0.26.0" imgui-winit-support = { version = "0.7.1", path = "../imgui-winit-support" } +image = "0.23" [features] # Features here are used to opt-out of compiling code that depends on certain diff --git a/imgui-glow-renderer/examples/04_custom_textures.rs b/imgui-glow-renderer/examples/04_custom_textures.rs new file mode 100644 index 0000000..a03dc91 --- /dev/null +++ b/imgui-glow-renderer/examples/04_custom_textures.rs @@ -0,0 +1,284 @@ +//! Example showing the same functionality as +//! `imgui-examples/examples/custom_textures.rs` + +use std::{io::Cursor, time::Instant}; + +use glow::HasContext; +use image::{jpeg::JpegDecoder, ImageDecoder}; +use imgui::{im_str, Condition}; +use imgui_glow_renderer::{RendererBuilder, StateBackupCsm}; + +mod utils; + +const LENNA_JPEG: &[u8] = include_bytes!("../../resources/Lenna.jpg"); + +fn main() { + let (event_loop, window) = utils::create_window("Custom textures", glutin::GlRequest::Latest); + let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); + let gl = utils::glow_context(&window); + + let mut ig_renderer = RendererBuilder::new() + .with_context_state_manager(StateBackupCsm::default()) + .with_texture_map(imgui::Textures::::default()) + .build_borrowing(&gl, &mut imgui_context) + .expect("failed to create renderer"); + let textures_ui = TexturesUi::new(&gl, &mut ig_renderer.texture_map); + + let mut last_frame = Instant::now(); + event_loop.run(move |event, _, control_flow| { + *control_flow = glutin::event_loop::ControlFlow::Wait; + match event { + glutin::event::Event::NewEvents(_) => { + let now = Instant::now(); + imgui_context + .io_mut() + .update_delta_time(now.duration_since(last_frame)); + last_frame = now; + } + glutin::event::Event::MainEventsCleared => { + winit_platform + .prepare_frame(imgui_context.io_mut(), window.window()) + .unwrap(); + + window.window().request_redraw(); + } + glutin::event::Event::RedrawRequested(_) => { + unsafe { gl.clear(glow::COLOR_BUFFER_BIT) }; + + let ui = imgui_context.frame(); + textures_ui.show(&ui); + + winit_platform.prepare_render(&ui, window.window()); + let draw_data = ui.render(); + ig_renderer + .render(&gl, &draw_data) + .expect("error rendering imgui"); + + window.swap_buffers().unwrap(); + } + glutin::event::Event::WindowEvent { + event: glutin::event::WindowEvent::CloseRequested, + .. + } => { + *control_flow = glutin::event_loop::ControlFlow::Exit; + } + glutin::event::Event::LoopDestroyed => { + ig_renderer.destroy(&gl); + } + event => { + winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event); + } + } + }); +} + +struct TexturesUi { + generated_texture: imgui::TextureId, + lenna: Lenna, +} + +impl TexturesUi { + fn new(gl: &glow::Context, textures: &mut imgui::Textures) -> Self { + Self { + generated_texture: Self::generate(gl, textures), + lenna: Lenna::load(gl, textures), + } + } + + /// Generate dummy texture + fn generate( + gl: &glow::Context, + textures: &mut imgui::Textures, + ) -> imgui::TextureId { + const WIDTH: usize = 100; + const HEIGHT: usize = 100; + + let mut data = Vec::with_capacity(WIDTH * HEIGHT); + for i in 0..WIDTH { + for j in 0..HEIGHT { + // Insert RGB values + data.push(i as u8); + data.push(j as u8); + data.push((i + j) as u8); + } + } + + let gl_texture = unsafe { gl.create_texture() }.expect("unable to create GL texture"); + + unsafe { + gl.bind_texture(glow::TEXTURE_2D, Some(gl_texture)); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_MIN_FILTER, + glow::LINEAR as _, + ); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_MAG_FILTER, + glow::LINEAR as _, + ); + gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::RGB as _, + WIDTH as _, + HEIGHT as _, + 0, + glow::RGB, + glow::UNSIGNED_BYTE, + Some(&data), + ) + } + + textures.insert(gl_texture) + } + + fn show(&self, ui: &imgui::Ui) { + imgui::Window::new(im_str!("Hello textures")) + .size([400.0, 400.0], Condition::FirstUseEver) + .build(ui, || { + ui.text(im_str!("Hello textures!")); + ui.text("Some generated texture"); + imgui::Image::new(self.generated_texture, [100.0, 100.0]).build(ui); + + ui.text("Say hello to Lenna.jpg"); + self.lenna.show(ui); + + // Example of using custom textures on a button + ui.text("The Lenna buttons"); + { + ui.invisible_button(im_str!("Boring Button"), [100.0, 100.0]); + // See also `imgui::Ui::style_color` + let tint_none = [1.0, 1.0, 1.0, 1.0]; + let tint_green = [0.5, 1.0, 0.5, 1.0]; + let tint_red = [1.0, 0.5, 0.5, 1.0]; + + let tint = match ( + ui.is_item_hovered(), + ui.is_mouse_down(imgui::MouseButton::Left), + ) { + (false, _) => tint_none, + (true, false) => tint_green, + (true, true) => tint_red, + }; + + let draw_list = ui.get_window_draw_list(); + draw_list + .add_image( + self.lenna.texture_id, + ui.item_rect_min(), + ui.item_rect_max(), + ) + .col(tint) + .build(); + } + + { + ui.same_line(); + + // Button using quad positioned image + ui.invisible_button(im_str!("Exciting Button"), [100.0, 100.0]); + + // Button bounds + let min = ui.item_rect_min(); + let max = ui.item_rect_max(); + + // get corner coordinates + let tl = [ + min[0], + min[1] + (ui.frame_count() as f32 / 10.0).cos() * 10.0, + ]; + let tr = [ + max[0], + min[1] + (ui.frame_count() as f32 / 10.0).sin() * 10.0, + ]; + let bl = [min[0], max[1]]; + let br = max; + + let draw_list = ui.get_window_draw_list(); + draw_list + .add_image_quad(self.lenna.texture_id, tl, tr, br, bl) + .build(); + } + + // Rounded image + { + ui.same_line(); + ui.invisible_button(im_str!("Smooth Button"), [100.0, 100.0]); + + let draw_list = ui.get_window_draw_list(); + draw_list + .add_image_rounded( + self.lenna.texture_id, + ui.item_rect_min(), + ui.item_rect_max(), + 16.0, + ) + // Tint brighter for visiblity of corners + .col([2.0, 0.5, 0.5, 1.0]) + // Rounding on each corner can be changed separately + .round_top_left(ui.frame_count() / 60 % 4 == 0) + .round_top_right((ui.frame_count() + 1) / 60 % 4 == 1) + .round_bot_right((ui.frame_count() + 3) / 60 % 4 == 2) + .round_bot_left((ui.frame_count() + 2) / 60 % 4 == 3) + .build(); + } + }); + } +} + +struct Lenna { + texture_id: imgui::TextureId, + size: [f32; 2], +} + +impl Lenna { + fn load(gl: &glow::Context, textures: &mut imgui::Textures) -> Self { + let decoder = JpegDecoder::new(Cursor::new(LENNA_JPEG)).expect("could not create decoder"); + let (width, height) = decoder.dimensions(); + + let lenna_image = { + let mut bytes = vec![0; decoder.total_bytes() as usize]; + decoder + .read_image(&mut bytes) + .expect("unable to decode jpeg"); + bytes + }; + + let gl_texture = unsafe { gl.create_texture() }.expect("unable to create GL texture"); + + unsafe { + gl.bind_texture(glow::TEXTURE_2D, Some(gl_texture)); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_MIN_FILTER, + glow::LINEAR as _, + ); + gl.tex_parameter_i32( + glow::TEXTURE_2D, + glow::TEXTURE_MAG_FILTER, + glow::LINEAR as _, + ); + gl.tex_image_2d( + glow::TEXTURE_2D, + 0, + glow::RGB as _, + width as _, + height as _, + 0, + glow::RGB, + glow::UNSIGNED_BYTE, + Some(&lenna_image), + ) + } + + Self { + texture_id: textures.insert(gl_texture), + size: [width as _, height as _], + } + } + + fn show(&self, ui: &imgui::Ui) { + imgui::Image::new(self.texture_id, self.size).build(ui); + } +} From 80dcbe0d30bbb5df3539480c3a8346cbc1b5ec01 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Mon, 21 Jun 2021 22:38:14 +0100 Subject: [PATCH 12/29] Remove unused import --- imgui-glow-renderer/src/lib.rs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 546db98..2115bdb 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -1,6 +1,6 @@ use std::{borrow::Cow, error::Error, fmt::Display, marker::PhantomData, mem::size_of}; -use imgui::{internal::RawWrapper, TextureId}; +use imgui::internal::RawWrapper; use crate::versions::{GlVersion, GlslVersion}; From 4df9d1e336229b6433cd0be9be652c8a3766cf7f Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Mon, 21 Jun 2021 22:40:31 +0100 Subject: [PATCH 13/29] Remove unsafe null references --- imgui-glow-renderer/examples/02_triangle.rs | 4 +--- imgui-glow-renderer/examples/03_triangle_gles.rs | 4 +--- 2 files changed, 2 insertions(+), 6 deletions(-) diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs index a49bb64..fb41a00 100644 --- a/imgui-glow-renderer/examples/02_triangle.rs +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -52,9 +52,7 @@ fn main() { } let ui = imgui_context.frame(); - // Safety: internally, this reference just gets passed as a - // pointer to imgui, which handles the null pointer properly. - ui.show_demo_window(unsafe { &mut *std::ptr::null_mut() }); + ui.show_demo_window(&mut true); winit_platform.prepare_render(&ui, window.window()); let draw_data = ui.render(); diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs index 7609c4e..34f4ac8 100644 --- a/imgui-glow-renderer/examples/03_triangle_gles.rs +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -47,9 +47,7 @@ fn main() { tri_renderer.render(&gl); let ui = imgui_context.frame(); - // Safety: internally, this reference just gets passed as a - // pointer to imgui, which handles the null pointer properly. - ui.show_demo_window(unsafe { &mut *std::ptr::null_mut() }); + ui.show_demo_window(&mut true); winit_platform.prepare_render(&ui, window.window()); let draw_data = ui.render(); From 372348051d92c6e1d567bd0177eb8d6f5f98d80f Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Mon, 21 Jun 2021 23:23:51 +0100 Subject: [PATCH 14/29] Prevent dead code warnings in examples/utils --- imgui-glow-renderer/examples/02_triangle.rs | 2 +- imgui-glow-renderer/examples/03_triangle_gles.rs | 2 +- imgui-glow-renderer/examples/04_custom_textures.rs | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs index fb41a00..ee971b9 100644 --- a/imgui-glow-renderer/examples/02_triangle.rs +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -8,7 +8,7 @@ use std::time::Instant; use glow::HasContext; -mod utils; +pub mod utils; use utils::Triangler; diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs index 34f4ac8..9973c9d 100644 --- a/imgui-glow-renderer/examples/03_triangle_gles.rs +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -6,7 +6,7 @@ use std::time::Instant; -mod utils; +pub mod utils; use utils::Triangler; diff --git a/imgui-glow-renderer/examples/04_custom_textures.rs b/imgui-glow-renderer/examples/04_custom_textures.rs index a03dc91..a1ae55e 100644 --- a/imgui-glow-renderer/examples/04_custom_textures.rs +++ b/imgui-glow-renderer/examples/04_custom_textures.rs @@ -8,7 +8,7 @@ use image::{jpeg::JpegDecoder, ImageDecoder}; use imgui::{im_str, Condition}; use imgui_glow_renderer::{RendererBuilder, StateBackupCsm}; -mod utils; +pub mod utils; const LENNA_JPEG: &[u8] = include_bytes!("../../resources/Lenna.jpg"); From 382db28a2857ec2ffd5defc1e8dad0c8651466df Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 17:07:53 +0100 Subject: [PATCH 15/29] Remove `ContextStateManager` as a generic Instead use `GlStateBackup` every time --- .../examples/03_triangle_gles.rs | 1 - .../examples/04_custom_textures.rs | 3 +- imgui-glow-renderer/src/lib.rs | 157 +++++------------- 3 files changed, 39 insertions(+), 122 deletions(-) diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs index 9973c9d..bf12660 100644 --- a/imgui-glow-renderer/examples/03_triangle_gles.rs +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -19,7 +19,6 @@ fn main() { let gl = utils::glow_context(&window); let mut ig_renderer = imgui_glow_renderer::RendererBuilder::new() - .with_context_state_manager(imgui_glow_renderer::StateBackupCsm::default()) .build_borrowing(&gl, &mut imgui_context) .expect("failed to create renderer"); // Note the shader header now needs a precision specifier diff --git a/imgui-glow-renderer/examples/04_custom_textures.rs b/imgui-glow-renderer/examples/04_custom_textures.rs index a1ae55e..ac44c4c 100644 --- a/imgui-glow-renderer/examples/04_custom_textures.rs +++ b/imgui-glow-renderer/examples/04_custom_textures.rs @@ -6,7 +6,7 @@ use std::{io::Cursor, time::Instant}; use glow::HasContext; use image::{jpeg::JpegDecoder, ImageDecoder}; use imgui::{im_str, Condition}; -use imgui_glow_renderer::{RendererBuilder, StateBackupCsm}; +use imgui_glow_renderer::RendererBuilder; pub mod utils; @@ -18,7 +18,6 @@ fn main() { let gl = utils::glow_context(&window); let mut ig_renderer = RendererBuilder::new() - .with_context_state_manager(StateBackupCsm::default()) .with_texture_map(imgui::Textures::::default()) .build_borrowing(&gl, &mut imgui_context) .expect("failed to create renderer"); diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 2115bdb..8baec06 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -53,51 +53,43 @@ impl< pub fn auto_renderer( gl: G, imgui_context: &mut imgui::Context, -) -> Result, StateBackupCsm>, InitError> -{ - RendererBuilder::new() - .with_context_state_manager(StateBackupCsm::default()) - .build_owning(gl, imgui_context) +) -> Result>, InitError> { + RendererBuilder::new().build_owning(gl, imgui_context) } -pub struct RendererBuilder +pub struct RendererBuilder where G: Gl, T: TextureMap, S: ShaderProvider, - C: ContextStateManager, { texture_map: T, shader_provider: S, - context_state_manager: C, phantom_gl: PhantomData, } -impl RendererBuilder, TrivialCsm> { +impl RendererBuilder> { #[allow(clippy::new_without_default)] #[must_use] pub fn new() -> Self { Self { texture_map: TrivialTextureMap(), shader_provider: as Default>::default(), - context_state_manager: TrivialCsm(), phantom_gl: PhantomData::default(), } } } -impl RendererBuilder +impl RendererBuilder where G: Gl, T: TextureMap, S: ShaderProvider, - C: ContextStateManager, { - pub fn with_texture_map(self, texture_map: T2) -> RendererBuilder { + pub fn with_texture_map(self, texture_map: T2) -> RendererBuilder { RendererBuilder { texture_map, shader_provider: self.shader_provider, - context_state_manager: self.context_state_manager, phantom_gl: self.phantom_gl, } } @@ -105,26 +97,14 @@ where pub fn with_shader_provider>( self, shader_provider: S2, - ) -> RendererBuilder { + ) -> RendererBuilder { RendererBuilder { texture_map: self.texture_map, shader_provider, - context_state_manager: self.context_state_manager, phantom_gl: self.phantom_gl, } } - pub fn with_context_state_manager>( - self, - context_state_manager: C2, - ) -> RendererBuilder { - RendererBuilder { - texture_map: self.texture_map, - shader_provider: self.shader_provider, - context_state_manager, - phantom_gl: self.phantom_gl, - } - } /// Build a renderer which owns the OpenGL context (which can be borrowed /// from the renderer, but not taken). /// @@ -135,9 +115,9 @@ where self, gl: G, imgui_context: &mut imgui::Context, - ) -> Result, InitError> { + ) -> Result, InitError> { let renderer = self.build_borrowing(&gl, imgui_context)?; - Ok(OwningRenderer:: { gl, renderer }) + Ok(OwningRenderer:: { gl, renderer }) } /// Build a renderer which needs to borrow a context in order to render. @@ -149,14 +129,8 @@ where self, gl: &G, imgui_context: &mut imgui::Context, - ) -> Result, InitError> { - Renderer::::initialize( - gl, - imgui_context, - self.texture_map, - self.shader_provider, - self.context_state_manager, - ) + ) -> Result, InitError> { + Renderer::::initialize(gl, imgui_context, self.texture_map, self.shader_provider) } } @@ -166,23 +140,21 @@ where /// /// OpenGL context is still available to the rest of the application through /// the `[gl_context]` method. -pub struct OwningRenderer, C = TrivialCsm> +pub struct OwningRenderer> where G: Gl, T: TextureMap, S: ShaderProvider, - C: ContextStateManager, { gl: G, - renderer: Renderer, + renderer: Renderer, } -impl OwningRenderer +impl OwningRenderer where G: Gl, T: TextureMap, S: ShaderProvider, - C: ContextStateManager, { /// Note: no need to provide a `mut` version of this, as all methods on /// `[glow::HasContext]` are immutable. @@ -192,7 +164,7 @@ where } #[inline] - pub fn renderer(&self) -> &Renderer { + pub fn renderer(&self) -> &Renderer { &self.renderer } @@ -205,28 +177,26 @@ where } } -impl Drop for OwningRenderer +impl Drop for OwningRenderer where G: Gl, T: TextureMap, S: ShaderProvider, - C: ContextStateManager, { fn drop(&mut self) { self.renderer.destroy(&self.gl); } } -pub struct Renderer, C = TrivialCsm> +pub struct Renderer> where G: Gl, T: TextureMap, S: ShaderProvider, - C: ContextStateManager, { pub texture_map: T, pub shader_provider: S, - pub context_state_manager: C, + state_backup: GlStateBackup, pub vbo_handle: G::Buffer, pub ebo_handle: G::Buffer, pub font_atlas_texture: G::Texture, @@ -237,12 +207,11 @@ where pub is_destroyed: bool, } -impl Renderer +impl Renderer where G: Gl, T: TextureMap, S: ShaderProvider, - C: ContextStateManager, { /// # Errors /// Any error initialising the OpenGL objects (including shaders) will @@ -252,7 +221,6 @@ where imgui_context: &mut imgui::Context, mut texture_map: T, shader_provider: S, - context_state_manager: C, ) -> Result { #![allow( clippy::similar_names, @@ -283,8 +251,8 @@ where #[cfg(not(feature = "clip_origin_support"))] let has_clip_origin_support = false; - let mut context_state_manager = context_state_manager; - context_state_manager.pre_init(gl, gl_version)?; + let mut state_backup = GlStateBackup::default(); + state_backup.pre_init(gl); let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts(), &mut texture_map)?; @@ -293,12 +261,12 @@ where let vbo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; let ebo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; - context_state_manager.post_init(gl, gl_version)?; + state_backup.post_init(gl); let out = Self { texture_map, shader_provider, - context_state_manager, + state_backup, vbo_handle, ebo_handle, font_atlas_texture, @@ -321,9 +289,6 @@ where return; } - let gl_version = self.gl_version; - self.context_state_manager.pre_destroy(gl, gl_version); - if self.vbo_handle != 0 { unsafe { gl.delete_buffer(self.vbo_handle) }; self.vbo_handle = 0; @@ -341,8 +306,6 @@ where self.font_atlas_texture = 0; } - self.context_state_manager.post_destroy(gl, gl_version); - self.is_destroyed = true; } @@ -361,7 +324,7 @@ where } gl_debug_message(gl, "imgui-rs-glow: start render"); - self.context_state_manager.pre_render(gl, self.gl_version)?; + self.state_backup.pre_render(gl, self.gl_version); self.set_up_render_state(gl, draw_data, fb_width, fb_height)?; @@ -401,8 +364,7 @@ where unsafe { gl.delete_vertex_array(self.vertex_array_object) }; } - self.context_state_manager - .post_render(gl, self.gl_version)?; + self.state_backup.post_render(gl, self.gl_version); gl_debug_message(gl, "imgui-rs-glow: complete render"); Ok(()) } @@ -424,9 +386,6 @@ where return Err(Self::renderer_destroyed()); } - self.context_state_manager - .pre_setup_render(gl, self.gl_version)?; - unsafe { gl.active_texture(glow::TEXTURE0); gl.enable(glow::BLEND); @@ -529,8 +488,7 @@ where ); } - self.context_state_manager - .post_setup_render(gl, self.gl_version) + Ok(()) } fn render_elements( @@ -652,55 +610,20 @@ impl TextureMap for imgui::Textures { } } -pub trait ContextStateManager { - #![allow(unused_variables, clippy::missing_errors_doc)] - - fn pre_init(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), InitError> { - Ok(()) - } - - fn post_init(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), InitError> { - Ok(()) - } - - fn pre_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { - Ok(()) - } - - fn pre_setup_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { - Ok(()) - } - - fn post_setup_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { - Ok(()) - } - - fn post_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { - Ok(()) - } - - fn pre_destroy(&mut self, gl: &G, gl_version: GlVersion) {} - - fn post_destroy(&mut self, gl: &G, gl_version: GlVersion) {} -} - -#[derive(Default)] -pub struct TrivialCsm(); - -impl ContextStateManager for TrivialCsm {} - -/// This `[ContextStateManager]` is based on the upstream OpenGL example from +/// This OpenGL state backup is based on the upstream OpenGL example from /// imgui, where an attempt is made to save and restore the OpenGL context state /// before and after rendering. /// /// It is unlikely that any such attempt will be comprehensive for all possible /// applications, due to the complexity of OpenGL and the possibility of /// arbitrary extensions. However, it remains as a useful tool for quickly -/// getting started, and a good example of how to use a `[ContextStateManager]` to -/// customise the renderer. +/// getting started. If your application needs more state to be backed up and +/// restored, it is probably best to do this manually before/after calling +/// the render method rather than opening an issue to add more to this +/// struct. #[allow(clippy::struct_excessive_bools)] #[derive(Default)] -pub struct StateBackupCsm { +pub struct GlStateBackup { active_texture: i32, program: i32, texture: i32, @@ -728,21 +651,19 @@ pub struct StateBackupCsm { vertex_array_object: Option, } -impl ContextStateManager for StateBackupCsm { - fn pre_init(&mut self, gl: &G, _gl_version: GlVersion) -> Result<(), InitError> { +impl GlStateBackup { + fn pre_init(&mut self, gl: &G) { self.texture = unsafe { gl.get_parameter_i32(glow::TEXTURE_BINDING_2D) }; - Ok(()) } - fn post_init(&mut self, gl: &G, _gl_version: GlVersion) -> Result<(), InitError> { - #[allow(clippy::clippy::cast_sign_loss)] + fn post_init(&mut self, gl: &G) { + #[allow(clippy::cast_sign_loss)] unsafe { gl.bind_texture(glow::TEXTURE_2D, Some(self.texture as _)); } - Ok(()) } - fn pre_render(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), RenderError> { + fn pre_render(&mut self, gl: &G, gl_version: GlVersion) { #[allow(clippy::cast_sign_loss)] unsafe { self.active_texture = gl.get_parameter_i32(glow::ACTIVE_TEXTURE); @@ -791,10 +712,9 @@ impl ContextStateManager for StateBackupCsm { self.primitive_restart_enabled = None; } } - Ok(()) } - fn post_render(&mut self, gl: &G, _gl_version: GlVersion) -> Result<(), RenderError> { + fn post_render(&mut self, gl: &G, _gl_version: GlVersion) { #![allow(clippy::cast_sign_loss)] unsafe { gl.use_program(Some(self.program as _)); @@ -869,7 +789,6 @@ impl ContextStateManager for StateBackupCsm { self.scissor_box[3], ); } - Ok(()) } } From 11e2741ec46207467932a8ab75425a9223a8d111 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 17:14:14 +0100 Subject: [PATCH 16/29] Comment --- imgui-glow-renderer/src/lib.rs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 8baec06..16befd1 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -614,6 +614,8 @@ impl TextureMap for imgui::Textures { /// imgui, where an attempt is made to save and restore the OpenGL context state /// before and after rendering. /// +/// If you're writing your own renderer, you can likely streamline most of this. +/// /// It is unlikely that any such attempt will be comprehensive for all possible /// applications, due to the complexity of OpenGL and the possibility of /// arbitrary extensions. However, it remains as a useful tool for quickly From 6858d09a17cbf9d7f75e26fe98ff3e3469e9ed64 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 17:19:53 +0100 Subject: [PATCH 17/29] Fix lints in examples --- imgui-glow-renderer/examples/02_triangle.rs | 2 +- imgui-glow-renderer/examples/03_triangle_gles.rs | 2 +- imgui-glow-renderer/examples/04_custom_textures.rs | 3 ++- 3 files changed, 4 insertions(+), 3 deletions(-) diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs index ee971b9..fb41a00 100644 --- a/imgui-glow-renderer/examples/02_triangle.rs +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -8,7 +8,7 @@ use std::time::Instant; use glow::HasContext; -pub mod utils; +mod utils; use utils::Triangler; diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs index bf12660..b62f058 100644 --- a/imgui-glow-renderer/examples/03_triangle_gles.rs +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -6,7 +6,7 @@ use std::time::Instant; -pub mod utils; +mod utils; use utils::Triangler; diff --git a/imgui-glow-renderer/examples/04_custom_textures.rs b/imgui-glow-renderer/examples/04_custom_textures.rs index ac44c4c..172020f 100644 --- a/imgui-glow-renderer/examples/04_custom_textures.rs +++ b/imgui-glow-renderer/examples/04_custom_textures.rs @@ -8,7 +8,8 @@ use image::{jpeg::JpegDecoder, ImageDecoder}; use imgui::{im_str, Condition}; use imgui_glow_renderer::RendererBuilder; -pub mod utils; +#[allow(dead_code)] +mod utils; const LENNA_JPEG: &[u8] = include_bytes!("../../resources/Lenna.jpg"); From 10eb51260e876b9e82856f9ebcd7f9342d28f1a3 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 17:20:48 +0100 Subject: [PATCH 18/29] Fix lint --- imgui-glow-renderer/src/lib.rs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 16befd1..4f55953 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -602,7 +602,7 @@ impl TextureMap for TrivialTextureMap { /// `Textures` from the `imgui` crate is a simple choice for a texture map impl TextureMap for imgui::Textures { fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { - self.get(imgui_texture).cloned() + self.get(imgui_texture).copied() } fn register(&mut self, gl_texture: glow::Texture) -> Option { From e12e0b1bed8e6d00e6765b98cfe05aa2bff686c5 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 17:30:37 +0100 Subject: [PATCH 19/29] Feature-gate use of `glDebugMessageInsert` --- imgui-glow-renderer/Cargo.toml | 3 +++ imgui-glow-renderer/src/lib.rs | 8 ++++++-- imgui-glow-renderer/src/versions.rs | 9 ++++++++- 3 files changed, 17 insertions(+), 3 deletions(-) diff --git a/imgui-glow-renderer/Cargo.toml b/imgui-glow-renderer/Cargo.toml index 67d7a7e..8505cb5 100644 --- a/imgui-glow-renderer/Cargo.toml +++ b/imgui-glow-renderer/Cargo.toml @@ -27,6 +27,7 @@ image = "0.23" # feature. default = [ "gl_extensions_support", + "debug_message_insert_support", "bind_vertex_array_support", "vertex_offset_support", "clip_origin_support", @@ -36,6 +37,8 @@ default = [ ] # Enable checking for OpenGL extensions gl_extensions_support = [] +# Support for `glPrimitiveRestartIndex` +debug_message_insert_support = [] # Support for `glBindVertexArray` bind_vertex_array_support = [] # Support for `glDrawElementsBaseVertex` diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 4f55953..0034623 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -1183,9 +1183,10 @@ fn prepare_font_atlas( Ok(gl_texture) } -fn gl_debug_message(context: &G, message: impl AsRef) { +#[cfg(feature = "debug_message_insert_support")] +fn gl_debug_message(gl: &G, message: impl AsRef) { unsafe { - context.debug_message_insert( + gl.debug_message_insert( glow::DEBUG_SOURCE_APPLICATION, glow::DEBUG_TYPE_MARKER, 0, @@ -1195,6 +1196,9 @@ fn gl_debug_message(context: &G, message: impl AsRef) }; } +#[cfg(not(feature = "debug_message_insert_support"))] +fn gl_debug_message(_gl: &G, _message: impl AsRef) {} + fn calculate_matrix(draw_data: &imgui::DrawData, clip_origin_is_lower_left: bool) -> [f32; 16] { #![allow(clippy::deprecated_cfg_attr)] diff --git a/imgui-glow-renderer/src/versions.rs b/imgui-glow-renderer/src/versions.rs index 96c50aa..0e28e8a 100644 --- a/imgui-glow-renderer/src/versions.rs +++ b/imgui-glow-renderer/src/versions.rs @@ -65,6 +65,13 @@ impl GlVersion { } } + /// Debug messages are provided by `glDebugMessageInsert`, which is only + /// present in OpenGL >= 4.3 + #[cfg(feature = "debug_message_insert_support")] + pub fn debug_message_insert_support(self) -> bool { + self >= Self::gl(4, 3) + } + /// Vertex array binding is provided by `glBindVertexArray`, which is /// not present in OpenGL (ES) <3.0 #[cfg(feature = "bind_vertex_array_support")] @@ -76,7 +83,7 @@ impl GlVersion { /// only present from OpenGL 3.2 and above. #[cfg(feature = "vertex_offset_support")] pub fn vertex_offset_support(self) -> bool { - !self.is_gles && self >= Self::gl(3, 2) + self >= Self::gl(3, 2) } /// Vertex arrays (e.g. `glBindVertexArray`) are supported from OpenGL 3.0 From 82f1122e104cd9b5cc1d93266909199df62ebb0e Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 18:37:14 +0100 Subject: [PATCH 20/29] Remove ShaderProvider Instead, always use the previous AutoShaderProvider --- imgui-glow-renderer/src/lib.rs | 345 ++++++++++----------------------- 1 file changed, 106 insertions(+), 239 deletions(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 0034623..037d49e 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -53,54 +53,38 @@ impl< pub fn auto_renderer( gl: G, imgui_context: &mut imgui::Context, -) -> Result>, InitError> { +) -> Result, InitError> { RendererBuilder::new().build_owning(gl, imgui_context) } -pub struct RendererBuilder +pub struct RendererBuilder where G: Gl, T: TextureMap, - S: ShaderProvider, { texture_map: T, - shader_provider: S, phantom_gl: PhantomData, } -impl RendererBuilder> { +impl RendererBuilder { #[allow(clippy::new_without_default)] #[must_use] pub fn new() -> Self { Self { texture_map: TrivialTextureMap(), - shader_provider: as Default>::default(), phantom_gl: PhantomData::default(), } } } -impl RendererBuilder +impl RendererBuilder where G: Gl, T: TextureMap, - S: ShaderProvider, { - pub fn with_texture_map(self, texture_map: T2) -> RendererBuilder { + pub fn with_texture_map(self, texture_map: T2) -> RendererBuilder { RendererBuilder { texture_map, - shader_provider: self.shader_provider, - phantom_gl: self.phantom_gl, - } - } - - pub fn with_shader_provider>( - self, - shader_provider: S2, - ) -> RendererBuilder { - RendererBuilder { - texture_map: self.texture_map, - shader_provider, phantom_gl: self.phantom_gl, } } @@ -115,9 +99,9 @@ where self, gl: G, imgui_context: &mut imgui::Context, - ) -> Result, InitError> { + ) -> Result, InitError> { let renderer = self.build_borrowing(&gl, imgui_context)?; - Ok(OwningRenderer:: { gl, renderer }) + Ok(OwningRenderer:: { gl, renderer }) } /// Build a renderer which needs to borrow a context in order to render. @@ -129,8 +113,8 @@ where self, gl: &G, imgui_context: &mut imgui::Context, - ) -> Result, InitError> { - Renderer::::initialize(gl, imgui_context, self.texture_map, self.shader_provider) + ) -> Result, InitError> { + Renderer::::initialize(gl, imgui_context, self.texture_map) } } @@ -140,21 +124,19 @@ where /// /// OpenGL context is still available to the rest of the application through /// the `[gl_context]` method. -pub struct OwningRenderer> +pub struct OwningRenderer where G: Gl, T: TextureMap, - S: ShaderProvider, { gl: G, - renderer: Renderer, + renderer: Renderer, } -impl OwningRenderer +impl OwningRenderer where G: Gl, T: TextureMap, - S: ShaderProvider, { /// Note: no need to provide a `mut` version of this, as all methods on /// `[glow::HasContext]` are immutable. @@ -164,7 +146,7 @@ where } #[inline] - pub fn renderer(&self) -> &Renderer { + pub fn renderer(&self) -> &Renderer { &self.renderer } @@ -177,25 +159,23 @@ where } } -impl Drop for OwningRenderer +impl Drop for OwningRenderer where G: Gl, T: TextureMap, - S: ShaderProvider, { fn drop(&mut self) { self.renderer.destroy(&self.gl); } } -pub struct Renderer> +pub struct Renderer where G: Gl, T: TextureMap, - S: ShaderProvider, { pub texture_map: T, - pub shader_provider: S, + shaders: Shaders, state_backup: GlStateBackup, pub vbo_handle: G::Buffer, pub ebo_handle: G::Buffer, @@ -207,11 +187,10 @@ where pub is_destroyed: bool, } -impl Renderer +impl Renderer where G: Gl, T: TextureMap, - S: ShaderProvider, { /// # Errors /// Any error initialising the OpenGL objects (including shaders) will @@ -220,7 +199,6 @@ where gl: &G, imgui_context: &mut imgui::Context, mut texture_map: T, - shader_provider: S, ) -> Result { #![allow( clippy::similar_names, @@ -256,8 +234,7 @@ where let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts(), &mut texture_map)?; - let mut shader_provider = shader_provider; - shader_provider.initialize(gl, gl_version)?; + let shaders = Shaders::new(gl, gl_version)?; let vbo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; let ebo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; @@ -265,7 +242,7 @@ where let out = Self { texture_map, - shader_provider, + shaders, state_backup, vbo_handle, ebo_handle, @@ -297,7 +274,7 @@ where unsafe { gl.delete_buffer(self.ebo_handle) }; self.ebo_handle = 0; } - let program = self.shader_provider.data().program; + let program = self.shaders.program; if program != 0 { unsafe { gl.delete_program(program) }; } @@ -424,13 +401,12 @@ where let clip_origin_is_lower_left = true; let projection_matrix = calculate_matrix(draw_data, clip_origin_is_lower_left); - let shader_data = self.shader_provider.data(); unsafe { - gl.use_program(Some(shader_data.program)); - gl.uniform_1_i32(Some(&shader_data.texture_uniform_location), 0); + gl.use_program(Some(self.shaders.program)); + gl.uniform_1_i32(Some(&self.shaders.texture_uniform_location), 0); gl.uniform_matrix_4_f32_slice( - Some(&shader_data.matrix_uniform_location), + Some(&self.shaders.matrix_uniform_location), false, &projection_matrix, ); @@ -459,27 +435,27 @@ where unsafe { gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vbo_handle)); gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.ebo_handle)); - gl.enable_vertex_attrib_array(shader_data.position_attribute_index); + gl.enable_vertex_attrib_array(self.shaders.position_attribute_index); gl.vertex_attrib_pointer_f32( - shader_data.position_attribute_index, + self.shaders.position_attribute_index, 2, glow::FLOAT, false, size_of::() as _, position_field_offset, ); - gl.enable_vertex_attrib_array(shader_data.uv_attribute_index); + gl.enable_vertex_attrib_array(self.shaders.uv_attribute_index); gl.vertex_attrib_pointer_f32( - shader_data.uv_attribute_index, + self.shaders.uv_attribute_index, 2, glow::FLOAT, false, size_of::() as _, uv_field_offset, ); - gl.enable_vertex_attrib_array(shader_data.color_attribute_index); + gl.enable_vertex_attrib_array(self.shaders.color_attribute_index); gl.vertex_attrib_pointer_f32( - shader_data.color_attribute_index, + self.shaders.color_attribute_index, 4, glow::UNSIGNED_BYTE, true, @@ -794,32 +770,85 @@ impl GlStateBackup { } } -pub trait ShaderProvider { - /// Called during renderer initialization, before this call the shader - /// provide should be in a neutral state and have not interacted with the - /// OpenGL context. - /// - /// Implementors should use this opporunity to check whether the version of - /// the GL context (found with `[GlVersion::read]`) is compatible with the - /// shader they provide. - /// - /// # Errors - /// Any error creating the GL objects, compiling or linking or loading the - /// shaders, or an GL context with an incompatible OpenGL version will - /// result in an error. - fn initialize(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), ShaderError>; - - fn data(&self) -> &GenericShaderData; +/// Parses `GL_VERSION` and `GL_SHADING_LANGUAGE_VERSION` at runtime in order to +/// generate shaders which should work on a wide variety of modern devices +/// (GL >= 3.3 and GLES >= 2.0 are expected to work). +struct Shaders { + program: G::Program, + texture_uniform_location: G::UniformLocation, + matrix_uniform_location: G::UniformLocation, + position_attribute_index: u32, + uv_attribute_index: u32, + color_attribute_index: u32, } -/// A generic shader provider that parses `GL_VERSION` and -/// `GL_SHADING_LANGUAGE_VERSION` at runtime in order to generate shaders which -/// should work on a wide variety of modern devices (GL >= 3.3 and GLES >= 2.0 -/// are expected to work). -pub struct AutoShaderProvider(GenericShaderData); +impl Shaders { + fn new(gl: &G, gl_version: GlVersion) -> Result { + let (vertex_source, fragment_source) = Self::get_shader_sources(gl, gl_version)?; -impl ShaderProvider for AutoShaderProvider { - fn initialize(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), ShaderError> { + let vertex_shader = + unsafe { gl.create_shader(glow::VERTEX_SHADER) }.map_err(ShaderError::CreateShader)?; + unsafe { + gl.shader_source(vertex_shader, &vertex_source); + gl.compile_shader(vertex_shader); + if !gl.get_shader_compile_status(vertex_shader) { + return Err(ShaderError::CompileShader( + gl.get_shader_info_log(vertex_shader), + )); + } + } + + let fragment_shader = unsafe { gl.create_shader(glow::FRAGMENT_SHADER) } + .map_err(ShaderError::CreateShader)?; + unsafe { + gl.shader_source(fragment_shader, &fragment_source); + gl.compile_shader(fragment_shader); + if !gl.get_shader_compile_status(fragment_shader) { + return Err(ShaderError::CompileShader( + gl.get_shader_info_log(fragment_shader), + )); + } + } + + let program = unsafe { gl.create_program() }.map_err(ShaderError::CreateProgram)?; + unsafe { + gl.attach_shader(program, vertex_shader); + gl.attach_shader(program, fragment_shader); + gl.link_program(program); + + if !gl.get_program_link_status(program) { + return Err(ShaderError::LinkProgram(gl.get_program_info_log(program))); + } + + gl.detach_shader(program, vertex_shader); + gl.detach_shader(program, fragment_shader); + gl.delete_shader(vertex_shader); + gl.delete_shader(fragment_shader); + } + + Ok(unsafe { + Self { + program, + texture_uniform_location: gl + .get_uniform_location(program, "tex") + .ok_or_else(|| ShaderError::UniformNotFound("tex".into()))?, + matrix_uniform_location: gl + .get_uniform_location(program, "matrix") + .ok_or_else(|| ShaderError::UniformNotFound("matrix".into()))?, + position_attribute_index: gl + .get_attrib_location(program, "position") + .ok_or_else(|| ShaderError::AttributeNotFound("position".into()))?, + uv_attribute_index: gl + .get_attrib_location(program, "uv") + .ok_or_else(|| ShaderError::AttributeNotFound("uv".into()))?, + color_attribute_index: gl + .get_attrib_location(program, "color") + .ok_or_else(|| ShaderError::AttributeNotFound("color".into()))?, + } + }) + } + + fn get_shader_sources(gl: &G, gl_version: GlVersion) -> Result<(String, String), ShaderError> { const VERTEX_BODY: &str = r#" layout (location = 0) in vec2 position; layout (location = 1) in vec2 uv; @@ -897,170 +926,8 @@ void main() { body = FRAGMENT_BODY, ); - create_shaders(&mut self.0, gl, &vertex_source, &fragment_source) + Ok((vertex_source, fragment_source)) } - - fn data(&self) -> &GenericShaderData { - &self.0 - } -} - -impl Default for AutoShaderProvider { - fn default() -> Self { - Self( as Default>::default()) - } -} - -/// A shader provider for specific shaders for OpenGL ES (GLSL ES) version(s) -/// 3.0 -#[derive(Default)] -pub struct Es3ShaderProvider(GenericShaderData); - -impl ShaderProvider for Es3ShaderProvider { - fn initialize(&mut self, gl: &G, gl_version: GlVersion) -> Result<(), ShaderError> { - const VERTEX_SOURCE: &str = r#"#version 300 es -precision mediump float; - -layout (location = 0) in vec2 position; -layout (location = 1) in vec2 uv; -layout (location = 2) in vec4 color; - -uniform mat4 matrix; -out vec2 fragment_uv; -out vec4 fragment_color; - -void main() { - fragment_uv = uv; - fragment_color = color; - gl_Position = matrix * vec4(position.xy, 0, 1); -} -"#; - const FRAGMENT_SOURCE: &str = r#"#version 300 es -precision mediump float; - -in vec2 fragment_uv; -in vec4 fragment_color; - -uniform sampler2D tex; -layout (location = 0) out vec4 out_color; - -void main() { - out_color = fragment_color * texture(tex, fragment_uv.st); -} -"#; - - if !gl_version.is_gles { - return Err(ShaderError::IncompatibleVersion(format!( - "A version of OpenGL ES is required for this shader, found: {}.{}", - gl_version.major, gl_version.minor - ))); - } - if gl_version < GlVersion::gles(3, 0) { - return Err(ShaderError::IncompatibleVersion(format!( - "This shader requires OpenGL ES version 3.0 or higher, found: ES {}.{}", - gl_version.major, gl_version.minor - ))); - } - - create_shaders(&mut self.0, gl, VERTEX_SOURCE, FRAGMENT_SOURCE) - } - - fn data(&self) -> &GenericShaderData { - &self.0 - } -} - -pub struct GenericShaderData { - pub program: G::Program, - pub texture_uniform_location: G::UniformLocation, - pub matrix_uniform_location: G::UniformLocation, - pub position_attribute_index: u32, - pub uv_attribute_index: u32, - pub color_attribute_index: u32, -} - -impl Default for GenericShaderData { - fn default() -> Self { - Self { - program: Default::default(), - texture_uniform_location: Default::default(), - matrix_uniform_location: Default::default(), - position_attribute_index: Default::default(), - uv_attribute_index: Default::default(), - color_attribute_index: Default::default(), - } - } -} - -/// # Errors -/// Any error creating OpenGL objects, compiling, or linking the given shaders -/// results in an error. -pub fn create_shaders( - data: &mut GenericShaderData, - gl: &G, - vertex_source: &str, - fragment_source: &str, -) -> Result<(), ShaderError> { - let vertex_shader = - unsafe { gl.create_shader(glow::VERTEX_SHADER) }.map_err(ShaderError::CreateShader)?; - unsafe { - gl.shader_source(vertex_shader, vertex_source); - gl.compile_shader(vertex_shader); - if !gl.get_shader_compile_status(vertex_shader) { - return Err(ShaderError::CompileShader( - gl.get_shader_info_log(vertex_shader), - )); - } - } - - let fragment_shader = - unsafe { gl.create_shader(glow::FRAGMENT_SHADER) }.map_err(ShaderError::CreateShader)?; - unsafe { - gl.shader_source(fragment_shader, fragment_source); - gl.compile_shader(fragment_shader); - if !gl.get_shader_compile_status(fragment_shader) { - return Err(ShaderError::CompileShader( - gl.get_shader_info_log(fragment_shader), - )); - } - } - - let program = unsafe { gl.create_program() }.map_err(ShaderError::CreateProgram)?; - unsafe { - gl.attach_shader(program, vertex_shader); - gl.attach_shader(program, fragment_shader); - gl.link_program(program); - - if !gl.get_program_link_status(program) { - return Err(ShaderError::LinkProgram(gl.get_program_info_log(program))); - } - - gl.detach_shader(program, vertex_shader); - gl.detach_shader(program, fragment_shader); - gl.delete_shader(vertex_shader); - gl.delete_shader(fragment_shader); - } - - data.program = program; - unsafe { - data.texture_uniform_location = gl - .get_uniform_location(program, "tex") - .ok_or_else(|| ShaderError::UniformNotFound("tex".into()))?; - data.matrix_uniform_location = gl - .get_uniform_location(program, "matrix") - .ok_or_else(|| ShaderError::UniformNotFound("matrix".into()))?; - data.position_attribute_index = gl - .get_attrib_location(program, "position") - .ok_or_else(|| ShaderError::AttributeNotFound("position".into()))?; - data.uv_attribute_index = gl - .get_attrib_location(program, "uv") - .ok_or_else(|| ShaderError::AttributeNotFound("uv".into()))?; - data.color_attribute_index = gl - .get_attrib_location(program, "color") - .ok_or_else(|| ShaderError::AttributeNotFound("color".into()))?; - } - - Ok(()) } #[derive(Debug)] From 0cafc5c22d7260f8e3faf0c36ed86a2be3bf9cd4 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 19:06:12 +0100 Subject: [PATCH 21/29] Consolodate to two non-generic renderers There are now only two renderers (only generic over the GL context) - `AutoRenderer` which is both the old `OwningRenderer` and also sets up a `SimpleTextureMap` automatically - `Renderer` which borrows both the GL context and the texture map on every call to Render This means the `RendererBuilder` can be entirely removed. Also `TrivialTextureMap` renamed to `SimpleTextureMap`. --- imgui-glow-renderer/examples/01_basic.rs | 2 +- imgui-glow-renderer/examples/02_triangle.rs | 3 +- .../examples/03_triangle_gles.rs | 9 +- .../examples/04_custom_textures.rs | 12 +- imgui-glow-renderer/src/lib.rs | 185 ++++++------------ 5 files changed, 73 insertions(+), 138 deletions(-) diff --git a/imgui-glow-renderer/examples/01_basic.rs b/imgui-glow-renderer/examples/01_basic.rs index 2172c44..ed4803c 100644 --- a/imgui-glow-renderer/examples/01_basic.rs +++ b/imgui-glow-renderer/examples/01_basic.rs @@ -22,7 +22,7 @@ fn main() { let gl = glow_context(&window); // OpenGL renderer from this crate - let mut ig_renderer = imgui_glow_renderer::auto_renderer(gl, &mut imgui_context) + let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context) .expect("failed to create renderer"); let mut last_frame = Instant::now(); diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs index fb41a00..0ad1a44 100644 --- a/imgui-glow-renderer/examples/02_triangle.rs +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -17,8 +17,7 @@ fn main() { let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); let gl = utils::glow_context(&window); - let mut ig_renderer = imgui_glow_renderer::RendererBuilder::new() - .build_owning(gl, &mut imgui_context) + let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context) .expect("failed to create renderer"); let tri_renderer = Triangler::new(ig_renderer.gl_context(), "#version 330"); diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs index b62f058..b895f56 100644 --- a/imgui-glow-renderer/examples/03_triangle_gles.rs +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -18,9 +18,10 @@ fn main() { let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); let gl = utils::glow_context(&window); - let mut ig_renderer = imgui_glow_renderer::RendererBuilder::new() - .build_borrowing(&gl, &mut imgui_context) - .expect("failed to create renderer"); + let mut texture_map = imgui_glow_renderer::SimpleTextureMap::default(); + let mut ig_renderer = + imgui_glow_renderer::Renderer::initialize(&gl, &mut imgui_context, &mut texture_map) + .expect("failed to create renderer"); // Note the shader header now needs a precision specifier let tri_renderer = Triangler::new(&gl, "#version 300 es\nprecision mediump float;"); @@ -51,7 +52,7 @@ fn main() { winit_platform.prepare_render(&ui, window.window()); let draw_data = ui.render(); ig_renderer - .render(&gl, &draw_data) + .render(&gl, &texture_map, &draw_data) .expect("error rendering imgui"); window.swap_buffers().unwrap(); diff --git a/imgui-glow-renderer/examples/04_custom_textures.rs b/imgui-glow-renderer/examples/04_custom_textures.rs index 172020f..e7913f3 100644 --- a/imgui-glow-renderer/examples/04_custom_textures.rs +++ b/imgui-glow-renderer/examples/04_custom_textures.rs @@ -6,7 +6,8 @@ use std::{io::Cursor, time::Instant}; use glow::HasContext; use image::{jpeg::JpegDecoder, ImageDecoder}; use imgui::{im_str, Condition}; -use imgui_glow_renderer::RendererBuilder; + +use imgui_glow_renderer::Renderer; #[allow(dead_code)] mod utils; @@ -18,11 +19,10 @@ fn main() { let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); let gl = utils::glow_context(&window); - let mut ig_renderer = RendererBuilder::new() - .with_texture_map(imgui::Textures::::default()) - .build_borrowing(&gl, &mut imgui_context) + let mut textures = imgui::Textures::::default(); + let mut ig_renderer = Renderer::initialize(&gl, &mut imgui_context, &mut textures) .expect("failed to create renderer"); - let textures_ui = TexturesUi::new(&gl, &mut ig_renderer.texture_map); + let textures_ui = TexturesUi::new(&gl, &mut textures); let mut last_frame = Instant::now(); event_loop.run(move |event, _, control_flow| { @@ -51,7 +51,7 @@ fn main() { winit_platform.prepare_render(&ui, window.window()); let draw_data = ui.render(); ig_renderer - .render(&gl, &draw_data) + .render(&gl, &textures, &draw_data) .expect("error rendering imgui"); window.swap_buffers().unwrap(); diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 037d49e..82e3093 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -1,4 +1,4 @@ -use std::{borrow::Cow, error::Error, fmt::Display, marker::PhantomData, mem::size_of}; +use std::{borrow::Cow, error::Error, fmt::Display, mem::size_of}; use imgui::internal::RawWrapper; @@ -38,106 +38,32 @@ impl< { } -/// Convenience function to get you going quickly. In most larger programs -/// you probably want to take more control (including ownership of the GL -/// context). In those cases, construct an appropriate renderer with -/// `[RendererBuilder]`. -/// -/// By default, it constructs a renderer which owns the OpenGL context and -/// attempts to backup the OpenGL state before rendering and restore it after -/// rendering. -/// -/// # Errors -/// Any error initialising the OpenGL objects (including shaders) will -/// result in an error. -pub fn auto_renderer( - gl: G, - imgui_context: &mut imgui::Context, -) -> Result, InitError> { - RendererBuilder::new().build_owning(gl, imgui_context) -} - -pub struct RendererBuilder -where - G: Gl, - T: TextureMap, -{ - texture_map: T, - phantom_gl: PhantomData, -} - -impl RendererBuilder { - #[allow(clippy::new_without_default)] - #[must_use] - pub fn new() -> Self { - Self { - texture_map: TrivialTextureMap(), - phantom_gl: PhantomData::default(), - } - } -} - -impl RendererBuilder -where - G: Gl, - T: TextureMap, -{ - pub fn with_texture_map(self, texture_map: T2) -> RendererBuilder { - RendererBuilder { - texture_map, - phantom_gl: self.phantom_gl, - } - } - - /// Build a renderer which owns the OpenGL context (which can be borrowed - /// from the renderer, but not taken). - /// - /// # Errors - /// Any error initialising the OpenGL objects (including shaders) will - /// result in an error. - pub fn build_owning( - self, - gl: G, - imgui_context: &mut imgui::Context, - ) -> Result, InitError> { - let renderer = self.build_borrowing(&gl, imgui_context)?; - Ok(OwningRenderer:: { gl, renderer }) - } - - /// Build a renderer which needs to borrow a context in order to render. - /// - /// # Errors - /// Any error initialising the OpenGL objects (including shaders) will - /// result in an error. - pub fn build_borrowing( - self, - gl: &G, - imgui_context: &mut imgui::Context, - ) -> Result, InitError> { - Renderer::::initialize(gl, imgui_context, self.texture_map) - } -} - -/// Renderer which owns the OpenGL context. Useful for simple applications, but -/// more complicated applications may prefer to keep control of their own -/// OpenGL context, or even change that context at runtime. +/// Renderer which owns the OpenGL context and handles textures itself. +/// Useful for simple applications, but more complicated applications may prefer +/// to use `[Renderer]`. /// /// OpenGL context is still available to the rest of the application through /// the `[gl_context]` method. -pub struct OwningRenderer -where - G: Gl, - T: TextureMap, -{ +pub struct AutoRenderer { gl: G, - renderer: Renderer, + texture_map: SimpleTextureMap, + renderer: Renderer, } -impl OwningRenderer -where - G: Gl, - T: TextureMap, -{ +impl AutoRenderer { + /// # Errors + /// Any error initialising the OpenGL objects (including shaders) will + /// result in an error. + pub fn initialize(gl: G, imgui_context: &mut imgui::Context) -> Result { + let mut texture_map = SimpleTextureMap::default(); + let renderer = Renderer::initialize(&gl, imgui_context, &mut texture_map)?; + Ok(Self { + gl, + texture_map, + renderer, + }) + } + /// Note: no need to provide a `mut` version of this, as all methods on /// `[glow::HasContext]` are immutable. #[inline] @@ -146,7 +72,17 @@ where } #[inline] - pub fn renderer(&self) -> &Renderer { + pub fn texture_map(&self) -> &SimpleTextureMap { + &self.texture_map + } + + #[inline] + pub fn texture_map_mut(&mut self) -> &mut SimpleTextureMap { + &mut self.texture_map + } + + #[inline] + pub fn renderer(&self) -> &Renderer { &self.renderer } @@ -155,26 +91,17 @@ where /// however) #[inline] pub fn render(&mut self, draw_data: &imgui::DrawData) -> Result<(), RenderError> { - self.renderer.render(&self.gl, draw_data) + self.renderer.render(&self.gl, &self.texture_map, draw_data) } } -impl Drop for OwningRenderer -where - G: Gl, - T: TextureMap, -{ +impl Drop for AutoRenderer { fn drop(&mut self) { self.renderer.destroy(&self.gl); } } -pub struct Renderer -where - G: Gl, - T: TextureMap, -{ - pub texture_map: T, +pub struct Renderer { shaders: Shaders, state_backup: GlStateBackup, pub vbo_handle: G::Buffer, @@ -187,18 +114,14 @@ where pub is_destroyed: bool, } -impl Renderer -where - G: Gl, - T: TextureMap, -{ +impl Renderer { /// # Errors /// Any error initialising the OpenGL objects (including shaders) will /// result in an error. - pub fn initialize( + pub fn initialize( gl: &G, imgui_context: &mut imgui::Context, - mut texture_map: T, + texture_map: &mut T, ) -> Result { #![allow( clippy::similar_names, @@ -232,7 +155,7 @@ where let mut state_backup = GlStateBackup::default(); state_backup.pre_init(gl); - let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts(), &mut texture_map)?; + let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts(), texture_map)?; let shaders = Shaders::new(gl, gl_version)?; let vbo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; @@ -241,7 +164,6 @@ where state_backup.post_init(gl); let out = Self { - texture_map, shaders, state_backup, vbo_handle, @@ -289,7 +211,12 @@ where /// # Errors /// Some OpenGL errors trigger an error (few are explicitly checked, /// however) - pub fn render(&mut self, gl: &G, draw_data: &imgui::DrawData) -> Result<(), RenderError> { + pub fn render( + &mut self, + gl: &G, + texture_map: &T, + draw_data: &imgui::DrawData, + ) -> Result<(), RenderError> { if self.is_destroyed { return Err(Self::renderer_destroyed()); } @@ -323,9 +250,15 @@ where gl_debug_message(gl, "start loop over commands"); for command in draw_list.commands() { match command { - imgui::DrawCmd::Elements { count, cmd_params } => { - self.render_elements(gl, count, cmd_params, draw_data, fb_width, fb_height) - } + imgui::DrawCmd::Elements { count, cmd_params } => self.render_elements( + gl, + texture_map, + count, + cmd_params, + draw_data, + fb_width, + fb_height, + ), imgui::DrawCmd::RawCallback { callback, raw_cmd } => unsafe { callback(draw_list.raw(), raw_cmd) }, @@ -467,9 +400,11 @@ where Ok(()) } - fn render_elements( + #[allow(clippy::too_many_arguments)] + fn render_elements( &self, gl: &G, + texture_map: &T, element_count: usize, element_params: imgui::DrawCmdParams, draw_data: &imgui::DrawData, @@ -507,7 +442,7 @@ where (clip_x2 - clip_x1) as i32, (clip_y2 - clip_y1) as i32, ); - gl.bind_texture(glow::TEXTURE_2D, self.texture_map.gl_texture(texture_id)); + gl.bind_texture(glow::TEXTURE_2D, texture_map.gl_texture(texture_id)); #[cfg(feature = "vertex_offset_support")] let with_offset = self.gl_version.vertex_offset_support(); @@ -560,9 +495,9 @@ pub trait TextureMap { /// Texture map where the imgui texture ID is simply the OpenGL texture ID #[derive(Default)] -pub struct TrivialTextureMap(); +pub struct SimpleTextureMap(); -impl TextureMap for TrivialTextureMap { +impl TextureMap for SimpleTextureMap { #[inline(always)] fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { #[allow(clippy::cast_possible_truncation)] From 84020a6bc0b1cc29604c0c7dbcaa1cd41bd42edb Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 22:58:02 +0100 Subject: [PATCH 22/29] Handle sRGB colours properly --- imgui-glow-renderer/examples/01_basic.rs | 2 + .../examples/03_triangle_gles.rs | 7 ++- .../examples/04_custom_textures.rs | 2 +- imgui-glow-renderer/examples/utils/mod.rs | 53 +++++++++++++++++-- imgui-glow-renderer/src/lib.rs | 39 ++++++++++++-- 5 files changed, 91 insertions(+), 12 deletions(-) diff --git a/imgui-glow-renderer/examples/01_basic.rs b/imgui-glow-renderer/examples/01_basic.rs index ed4803c..aea797e 100644 --- a/imgui-glow-renderer/examples/01_basic.rs +++ b/imgui-glow-renderer/examples/01_basic.rs @@ -20,6 +20,8 @@ fn main() { // OpenGL context from glow let gl = glow_context(&window); + // Outputting to screen, we want an sRGB framebuffer + unsafe { gl.enable(glow::FRAMEBUFFER_SRGB) }; // OpenGL renderer from this crate let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context) diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs index b895f56..32bcb7c 100644 --- a/imgui-glow-renderer/examples/03_triangle_gles.rs +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -12,7 +12,7 @@ use utils::Triangler; fn main() { let (event_loop, window) = utils::create_window( - "Hello, triangle!", + "Hello, triangle! (GLES 3.0)", glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (3, 0)), ); let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); @@ -23,7 +23,10 @@ fn main() { imgui_glow_renderer::Renderer::initialize(&gl, &mut imgui_context, &mut texture_map) .expect("failed to create renderer"); // Note the shader header now needs a precision specifier - let tri_renderer = Triangler::new(&gl, "#version 300 es\nprecision mediump float;"); + let tri_renderer = Triangler::new( + &gl, + "#version 300 es\nprecision mediump float;\n#define IS_GLES", + ); let mut last_frame = Instant::now(); event_loop.run(move |event, _, control_flow| { diff --git a/imgui-glow-renderer/examples/04_custom_textures.rs b/imgui-glow-renderer/examples/04_custom_textures.rs index e7913f3..1f98e6f 100644 --- a/imgui-glow-renderer/examples/04_custom_textures.rs +++ b/imgui-glow-renderer/examples/04_custom_textures.rs @@ -262,7 +262,7 @@ impl Lenna { gl.tex_image_2d( glow::TEXTURE_2D, 0, - glow::RGB as _, + glow::SRGB as _, width as _, height as _, 0, diff --git a/imgui-glow-renderer/examples/utils/mod.rs b/imgui-glow-renderer/examples/utils/mod.rs index e8bd995..c33bf53 100644 --- a/imgui-glow-renderer/examples/utils/mod.rs +++ b/imgui-glow-renderer/examples/utils/mod.rs @@ -23,7 +23,11 @@ pub fn create_window(title: &str, gl_request: GlRequest) -> (EventLoop<()>, Wind } pub fn glow_context(window: &Window) -> glow::Context { - unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) } + unsafe { + let gl = glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()); + gl.enable(glow::FRAMEBUFFER_SRGB); + gl + } } pub fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) { @@ -49,6 +53,7 @@ pub fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) { pub struct Triangler { pub program: ::Program, pub vertex_array: ::VertexArray, + is_gles: bool, } impl Triangler { @@ -61,18 +66,50 @@ const vec2 verts[3] = vec2[3]( ); out vec2 vert; +out vec4 color; + +vec4 srgb_to_linear(vec4 srgb_color) { + // Calcuation as documented by OpenGL + vec3 srgb = srgb_color.rgb; + vec3 selector = ceil(srgb - 0.04045); + vec3 less_than_branch = srgb / 12.92; + vec3 greater_than_branch = pow((srgb + 0.055) / 1.055, vec3(2.4)); + return vec4( + mix(less_than_branch, greater_than_branch, selector), + srgb_color.a + ); +} void main() { vert = verts[gl_VertexID]; + color = srgb_to_linear(vec4(vert, 0.5, 1.0)); gl_Position = vec4(vert - 0.5, 0.0, 1.0); } "#; const FRAGMENT_SHADER_SOURCE: &str = r#" in vec2 vert; -out vec4 colour; +in vec4 color; + +out vec4 frag_color; + +vec4 linear_to_srgb(vec4 linear_color) { +#ifdef IS_GLES + vec3 linear = linear_color.rgb; + vec3 selector = ceil(linear - 0.0031308); + vec3 less_than_branch = linear * 12.92; + vec3 greater_than_branch = pow(linear, vec3(1.0/2.4)) * 1.055 - 0.055; + return vec4( + mix(less_than_branch, greater_than_branch, selector), + linear_color.a + ); +#else + // For non-GLES, GL_FRAMEBUFFER_SRGB handles this for free + return linear_color; +#endif +} void main() { - colour = vec4(vert, 0.5, 1.0); + frag_color = linear_to_srgb(color); } "#; @@ -112,13 +149,21 @@ void main() { Self { program, vertex_array, + is_gles: imgui_glow_renderer::versions::GlVersion::read(gl).is_gles, } } } pub fn render(&self, gl: &glow::Context) { unsafe { - gl.clear_color(0.05, 0.05, 0.1, 1.0); + if self.is_gles { + // Specify clear color in sRGB space, since GL_FRAMEBUFFER_SRGB + // is not supported + gl.clear_color(0.05, 0.05, 0.1, 1.0); + } else { + // Specify clear color in linear space + gl.clear_color(0.004, 0.004, 0.01, 1.0); + } gl.clear(glow::COLOR_BUFFER_BIT); gl.use_program(Some(self.program)); gl.bind_vertex_array(Some(self.vertex_array)); diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 82e3093..769e27e 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -793,9 +793,22 @@ uniform mat4 matrix; out vec2 fragment_uv; out vec4 fragment_color; +// Because imgui only specifies linear colors +vec4 srgb_to_linear(vec4 srgb_color) { + // Calcuation as documented by OpenGL + vec3 srgb = srgb_color.rgb; + vec3 selector = ceil(srgb - 0.04045); + vec3 less_than_branch = srgb / 12.92; + vec3 greater_than_branch = pow((srgb + 0.055) / 1.055, vec3(2.4)); + return vec4( + mix(less_than_branch, greater_than_branch, selector), + srgb_color.a + ); +} + void main() { fragment_uv = uv; - fragment_color = color; + fragment_color = srgb_to_linear(color); gl_Position = matrix * vec4(position.xy, 0, 1); } "#; @@ -806,8 +819,24 @@ in vec4 fragment_color; uniform sampler2D tex; layout (location = 0) out vec4 out_color; +vec4 linear_to_srgb(vec4 linear_color) { +#ifdef IS_GLES + vec3 linear = linear_color.rgb; + vec3 selector = ceil(linear - 0.0031308); + vec3 less_than_branch = linear * 12.92; + vec3 greater_than_branch = pow(linear, vec3(1.0/2.4)) * 1.055 - 0.055; + return vec4( + mix(less_than_branch, greater_than_branch, selector), + linear_color.a + ); +#else + // For non-GLES, GL_FRAMEBUFFER_SRGB handles this for free + return linear_color; +#endif +} + void main() { - out_color = fragment_color * texture(tex, fragment_uv.st); + out_color = linear_to_srgb(fragment_color * texture(tex, fragment_uv.st)); } "#; @@ -854,7 +883,7 @@ void main() { major = major, minor = minor * 10, es_extras = if is_gles { - " es\nprecision mediump float;" + " es\nprecision mediump float;\n#define IS_GLES" } else { "" }, @@ -968,14 +997,14 @@ fn prepare_font_atlas( gl.tex_image_2d( glow::TEXTURE_2D, 0, - glow::RGBA as _, + glow::SRGB8_ALPHA8 as _, atlas_texture.width as _, atlas_texture.height as _, 0, glow::RGBA, glow::UNSIGNED_BYTE, Some(atlas_texture.data), - ) + ); } fonts.tex_id = texture_map From 9de800da484eee7732d0985746bc7d8175b27f84 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 4 Jul 2021 23:04:36 +0100 Subject: [PATCH 23/29] Fix comment --- imgui-glow-renderer/src/lib.rs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 769e27e..d3c879e 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -793,7 +793,7 @@ uniform mat4 matrix; out vec2 fragment_uv; out vec4 fragment_color; -// Because imgui only specifies linear colors +// Because imgui only specifies sRGB colors vec4 srgb_to_linear(vec4 srgb_color) { // Calcuation as documented by OpenGL vec3 srgb = srgb_color.rgb; From 2ab0878f88b8a4f70381cd99927da1ff127945c3 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Mon, 5 Jul 2021 22:53:23 +0100 Subject: [PATCH 24/29] Fix sRGB support and comments Fix sRGB support, now when initialising a Renderer you can explicitly choose whether to output colors in linear or sRGB color spaces. Fix examples to show how to render these properly. Fix comments in examples --- imgui-glow-renderer/examples/01_basic.rs | 4 +- imgui-glow-renderer/examples/02_triangle.rs | 20 +-- .../examples/03_triangle_gles.rs | 19 ++- .../examples/04_custom_textures.rs | 16 +- imgui-glow-renderer/examples/utils/mod.rs | 22 +-- imgui-glow-renderer/src/lib.rs | 140 ++++++++++++++---- 6 files changed, 145 insertions(+), 76 deletions(-) diff --git a/imgui-glow-renderer/examples/01_basic.rs b/imgui-glow-renderer/examples/01_basic.rs index aea797e..485397d 100644 --- a/imgui-glow-renderer/examples/01_basic.rs +++ b/imgui-glow-renderer/examples/01_basic.rs @@ -13,15 +13,13 @@ type Window = WindowedContext; fn main() { // Common setup for creating a winit window and imgui context, not specifc - // to this renderer at all ecept that glutin is used to create the window + // to this renderer at all except that glutin is used to create the window // since it will give us access to a GL context let (event_loop, window) = create_window(); let (mut winit_platform, mut imgui_context) = imgui_init(&window); // OpenGL context from glow let gl = glow_context(&window); - // Outputting to screen, we want an sRGB framebuffer - unsafe { gl.enable(glow::FRAMEBUFFER_SRGB) }; // OpenGL renderer from this crate let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context) diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs index 0ad1a44..283b011 100644 --- a/imgui-glow-renderer/examples/02_triangle.rs +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -1,8 +1,4 @@ -//! A basic example showing imgui rendering together with some custom rendering. -//! -//! Note this example uses `RendererBuilder` rather than `auto_renderer` and -//! (because we're using the default "trivial" `ContextStateManager`) -//! therefore does not attempt to backup/restore OpenGL state. +//! A basic example showing imgui rendering on top of a simple custom scene. use std::time::Instant; @@ -40,21 +36,17 @@ fn main() { window.window().request_redraw(); } glutin::event::Event::RedrawRequested(_) => { - { - let gl = ig_renderer.gl_context(); - // This is required because, without the `StateBackupCsm` - // (which is provided by `auto_renderer` but not - // `RendererBuilder` by default), the OpenGL context is left - // in an arbitrary, dirty state - unsafe { gl.disable(glow::SCISSOR_TEST) }; - tri_renderer.render(gl); - } + // Render your custom scene, note we need to borrow the OpenGL + // context from the `AutoRenderer`, which takes ownership of it. + tri_renderer.render(ig_renderer.gl_context()); let ui = imgui_context.frame(); ui.show_demo_window(&mut true); winit_platform.prepare_render(&ui, window.window()); let draw_data = ui.render(); + + // Render imgui on top of it ig_renderer .render(&draw_data) .expect("error rendering imgui"); diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs index 32bcb7c..104e6ac 100644 --- a/imgui-glow-renderer/examples/03_triangle_gles.rs +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -1,7 +1,7 @@ -//! A basic example showing imgui rendering together with some custom rendering +//! A basic example showing imgui rendering on top of a simple custom scene //! using OpenGL ES, rather than full-fat OpenGL. //! -//! Note this example uses `Renderer` rather than `OwningRenderer` and +//! Note this example uses `Renderer` rather than `AutoRenderer` and //! therefore requries more lifetime-management of the OpenGL context. use std::time::Instant; @@ -18,15 +18,17 @@ fn main() { let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); let gl = utils::glow_context(&window); + // When using `Renderer`, we need to create a texture map let mut texture_map = imgui_glow_renderer::SimpleTextureMap::default(); + + // When using `Renderer`, we specify whether or not to output sRGB colors. + // Since we're drawing to screen and using OpenGL ES (which doesn't support + // `GL_FRAMEBUFFER_SRGB`) then we do need to convert to sRGB in the shader. let mut ig_renderer = - imgui_glow_renderer::Renderer::initialize(&gl, &mut imgui_context, &mut texture_map) + imgui_glow_renderer::Renderer::initialize(&gl, &mut imgui_context, &mut texture_map, true) .expect("failed to create renderer"); // Note the shader header now needs a precision specifier - let tri_renderer = Triangler::new( - &gl, - "#version 300 es\nprecision mediump float;\n#define IS_GLES", - ); + let tri_renderer = Triangler::new(&gl, "#version 300 es\nprecision mediump float;"); let mut last_frame = Instant::now(); event_loop.run(move |event, _, control_flow| { @@ -47,6 +49,7 @@ fn main() { window.window().request_redraw(); } glutin::event::Event::RedrawRequested(_) => { + // Draw custom scene tri_renderer.render(&gl); let ui = imgui_context.frame(); @@ -54,6 +57,8 @@ fn main() { winit_platform.prepare_render(&ui, window.window()); let draw_data = ui.render(); + + // Render imgui on top ig_renderer .render(&gl, &texture_map, &draw_data) .expect("error rendering imgui"); diff --git a/imgui-glow-renderer/examples/04_custom_textures.rs b/imgui-glow-renderer/examples/04_custom_textures.rs index 1f98e6f..9bf4403 100644 --- a/imgui-glow-renderer/examples/04_custom_textures.rs +++ b/imgui-glow-renderer/examples/04_custom_textures.rs @@ -1,5 +1,9 @@ //! Example showing the same functionality as //! `imgui-examples/examples/custom_textures.rs` +//! +//! Not that the texture uses the internal format `glow::SRGB`, so that +//! OpenGL automatically converts colors to linear space before the shaders. +//! The renderer assumes you set this internal format correctly like this. use std::{io::Cursor, time::Instant}; @@ -18,9 +22,15 @@ fn main() { let (event_loop, window) = utils::create_window("Custom textures", glutin::GlRequest::Latest); let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window); let gl = utils::glow_context(&window); + // This time, we tell OpenGL this is an sRGB framebuffer and OpenGL will + // do the conversion to sSGB space for us after the fragment shader. + unsafe { gl.enable(glow::FRAMEBUFFER_SRGB) }; let mut textures = imgui::Textures::::default(); - let mut ig_renderer = Renderer::initialize(&gl, &mut imgui_context, &mut textures) + // Note that `output_srgb` is `false`. This is because we set + // `glow::FRAMEBUFFER_SRGB` so we don't have to manually do the conversion + // in the shader. + let mut ig_renderer = Renderer::initialize(&gl, &mut imgui_context, &mut textures, false) .expect("failed to create renderer"); let textures_ui = TexturesUi::new(&gl, &mut textures); @@ -120,7 +130,7 @@ impl TexturesUi { gl.tex_image_2d( glow::TEXTURE_2D, 0, - glow::RGB as _, + glow::RGB as _, // When generating a texture like this, you're probably working in linear color space WIDTH as _, HEIGHT as _, 0, @@ -262,7 +272,7 @@ impl Lenna { gl.tex_image_2d( glow::TEXTURE_2D, 0, - glow::SRGB as _, + glow::SRGB as _, // image file has sRGB encoded colors width as _, height as _, 0, diff --git a/imgui-glow-renderer/examples/utils/mod.rs b/imgui-glow-renderer/examples/utils/mod.rs index c33bf53..f5c0287 100644 --- a/imgui-glow-renderer/examples/utils/mod.rs +++ b/imgui-glow-renderer/examples/utils/mod.rs @@ -23,11 +23,7 @@ pub fn create_window(title: &str, gl_request: GlRequest) -> (EventLoop<()>, Wind } pub fn glow_context(window: &Window) -> glow::Context { - unsafe { - let gl = glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()); - gl.enable(glow::FRAMEBUFFER_SRGB); - gl - } + unsafe { glow::Context::from_loader_function(|s| window.get_proc_address(s).cast()) } } pub fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) { @@ -53,7 +49,6 @@ pub fn imgui_init(window: &Window) -> (WinitPlatform, imgui::Context) { pub struct Triangler { pub program: ::Program, pub vertex_array: ::VertexArray, - is_gles: bool, } impl Triangler { @@ -93,7 +88,6 @@ in vec4 color; out vec4 frag_color; vec4 linear_to_srgb(vec4 linear_color) { -#ifdef IS_GLES vec3 linear = linear_color.rgb; vec3 selector = ceil(linear - 0.0031308); vec3 less_than_branch = linear * 12.92; @@ -102,10 +96,6 @@ vec4 linear_to_srgb(vec4 linear_color) { mix(less_than_branch, greater_than_branch, selector), linear_color.a ); -#else - // For non-GLES, GL_FRAMEBUFFER_SRGB handles this for free - return linear_color; -#endif } void main() { @@ -149,21 +139,13 @@ void main() { Self { program, vertex_array, - is_gles: imgui_glow_renderer::versions::GlVersion::read(gl).is_gles, } } } pub fn render(&self, gl: &glow::Context) { unsafe { - if self.is_gles { - // Specify clear color in sRGB space, since GL_FRAMEBUFFER_SRGB - // is not supported - gl.clear_color(0.05, 0.05, 0.1, 1.0); - } else { - // Specify clear color in linear space - gl.clear_color(0.004, 0.004, 0.01, 1.0); - } + gl.clear_color(0.05, 0.05, 0.1, 1.0); gl.clear(glow::COLOR_BUFFER_BIT); gl.use_program(Some(self.program)); gl.bind_vertex_array(Some(self.vertex_array)); diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index d3c879e..393c16c 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -1,3 +1,45 @@ +//! Renderer for `[imgui-rs]` using the `[glow]` library for OpenGL. +//! +//! This is heavily influenced by the +//! [example from upstream](https://github.com/ocornut/imgui/blob/fe245914114588f272b0924538fdd43f6c127a26/backends/imgui_impl_opengl3.cpp). +//! +//! # Basic usage +//! +//! A few code examples are provided in the source. +//! +//! In short, create either an `[AutoRenderer]` (for basic usage) or `[Renderer]` +//! (for slightly more customizable operation), then call the `render(...)` +//! method with draw data from `imgui-rs`. +//! +//! # OpenGL (ES) versions +//! +//! This renderer is expected to work with OpenGL version 3.3 and above, and +//! OpenGL ES version 3.0 or above. This should cover the vast majority of even +//! fairly dated hardware. Please submit an issue for any incompatibilities +//! found with these OpenGL versions, pull requests to extend support to earlier +//! versions are welcomed. +//! +//! # Scope +//! +//! Consider this an example renderer. It is intended to be sufficent for simple +//! applications running imgui-rs as the final rendering step. If your application +//! has more specific needs, it's probably best to write your own renderer, in +//! which case this can be a useful starting point. +//! +//! # sRGB +//! +//! When outputting colors to a screen, colors need to be converted from a +//! linear color space to a non-linear space matching the monitor (e.g. sRGB). +//! When using the `[AutoRenderer]`, this library will convert colors to sRGB +//! as a step in the shader. When initialising a `[Renderer]`, you can choose +//! whether or not to include this step in the shader or not when calling +//! `[Renderer::initialize]`. +//! +//! This library also assumes that textures have their internal format +//! set appropriately when uploaded to OpenGL. That is, assuming your texture +//! is sRGB (if you don't know, it probably is) the `internal_format` is +//! one of the `SRGB*` values. + use std::{borrow::Cow, error::Error, fmt::Display, mem::size_of}; use imgui::internal::RawWrapper; @@ -38,9 +80,10 @@ impl< { } -/// Renderer which owns the OpenGL context and handles textures itself. -/// Useful for simple applications, but more complicated applications may prefer -/// to use `[Renderer]`. +/// Renderer which owns the OpenGL context and handles textures itself. Also +/// converts all output colors to sRGB for display. Useful for simple applications, +/// but more complicated applications may prefer to use `[Renderer]`, or even +/// write their own renderer based on this code. /// /// OpenGL context is still available to the rest of the application through /// the `[gl_context]` method. @@ -56,7 +99,7 @@ impl AutoRenderer { /// result in an error. pub fn initialize(gl: G, imgui_context: &mut imgui::Context) -> Result { let mut texture_map = SimpleTextureMap::default(); - let renderer = Renderer::initialize(&gl, imgui_context, &mut texture_map)?; + let renderer = Renderer::initialize(&gl, imgui_context, &mut texture_map, true)?; Ok(Self { gl, texture_map, @@ -101,6 +144,8 @@ impl Drop for AutoRenderer { } } +/// Main renderer. Borrows the OpenGL context and [texture map](TextureMap) +/// when required. pub struct Renderer { shaders: Shaders, state_backup: GlStateBackup, @@ -115,6 +160,22 @@ pub struct Renderer { } impl Renderer { + /// Create the renderer, initialising OpenGL objects and shaders. + /// + /// `output_srgb` controls whether the shader outputs sRGB colors, or linear + /// RGB colors. In short: + /// - If you're outputting to the screen and haven't specified the framebuffer + /// is sRGB (e.g. with `gl.enable(glow::FRAMEBUFFER_SRGB)`), then you probably + /// want `output_srgb=true`. + /// - If you're outputting to a screen with an sRGB framebuffer (e.g. with + /// `gl.enable(glow::FRAMEBUFFER_SRGB)`), then you probably want + /// `output_srgb=false`, as OpenGL will convert to sRGB itself. + /// - If you're not outputting to some intermediate framebuffer, then you + /// probably want `output_srgb=false` to keep the colours in linear + /// color space, and then convert them to sRGB at some later stage. + /// - OpenGL ES doesn't support sRGB framebuffers, so you almost always + /// want `output_srgb=true`. + /// /// # Errors /// Any error initialising the OpenGL objects (including shaders) will /// result in an error. @@ -122,6 +183,7 @@ impl Renderer { gl: &G, imgui_context: &mut imgui::Context, texture_map: &mut T, + output_srgb: bool, ) -> Result { #![allow( clippy::similar_names, @@ -157,7 +219,7 @@ impl Renderer { let font_atlas_texture = prepare_font_atlas(gl, imgui_context.fonts(), texture_map)?; - let shaders = Shaders::new(gl, gl_version)?; + let shaders = Shaders::new(gl, gl_version, output_srgb)?; let vbo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; let ebo_handle = unsafe { gl.create_buffer() }.map_err(InitError::CreateBufferObject)?; @@ -183,6 +245,8 @@ impl Renderer { Ok(out) } + /// This must be called before being dropped to properly free OpenGL + /// resources. pub fn destroy(&mut self, gl: &G) { if self.is_destroyed { return; @@ -487,38 +551,46 @@ impl Renderer { } } +/// Trait for mapping imgui texture IDs to OpenGL textures. +/// +/// `[register]` should be called after uploading a texture to OpenGL to get a +/// `[imgui::TextureId]` corresponding to it. +/// +/// Then `[gl_texture]` can be called to find the OpenGL texture corresponding to +/// that `[imgui::TextureId]`. pub trait TextureMap { - fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option; - fn register(&mut self, gl_texture: glow::Texture) -> Option; + + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option; } -/// Texture map where the imgui texture ID is simply the OpenGL texture ID +/// Texture map where the imgui texture ID is simply numerically equal to the +/// OpenGL texture ID. #[derive(Default)] pub struct SimpleTextureMap(); impl TextureMap for SimpleTextureMap { + #[inline(always)] + fn register(&mut self, gl_texture: glow::Texture) -> Option { + Some(imgui::TextureId::new(gl_texture as _)) + } + #[inline(always)] fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { #[allow(clippy::cast_possible_truncation)] Some(imgui_texture.id() as _) } - - #[inline(always)] - fn register(&mut self, gl_texture: glow::Texture) -> Option { - Some(imgui::TextureId::new(gl_texture as _)) - } } -/// `Textures` from the `imgui` crate is a simple choice for a texture map +/// `[imgui::Textures]` is a simple choice for a texture map. impl TextureMap for imgui::Textures { - fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { - self.get(imgui_texture).copied() - } - fn register(&mut self, gl_texture: glow::Texture) -> Option { Some(self.insert(gl_texture)) } + + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option { + self.get(imgui_texture).copied() + } } /// This OpenGL state backup is based on the upstream OpenGL example from @@ -718,8 +790,9 @@ struct Shaders { } impl Shaders { - fn new(gl: &G, gl_version: GlVersion) -> Result { - let (vertex_source, fragment_source) = Self::get_shader_sources(gl, gl_version)?; + fn new(gl: &G, gl_version: GlVersion, output_srgb: bool) -> Result { + let (vertex_source, fragment_source) = + Self::get_shader_sources(gl, gl_version, output_srgb)?; let vertex_shader = unsafe { gl.create_shader(glow::VERTEX_SHADER) }.map_err(ShaderError::CreateShader)?; @@ -783,7 +856,11 @@ impl Shaders { }) } - fn get_shader_sources(gl: &G, gl_version: GlVersion) -> Result<(String, String), ShaderError> { + fn get_shader_sources( + gl: &G, + gl_version: GlVersion, + output_srgb: bool, + ) -> Result<(String, String), ShaderError> { const VERTEX_BODY: &str = r#" layout (location = 0) in vec2 position; layout (location = 1) in vec2 uv; @@ -820,7 +897,6 @@ uniform sampler2D tex; layout (location = 0) out vec4 out_color; vec4 linear_to_srgb(vec4 linear_color) { -#ifdef IS_GLES vec3 linear = linear_color.rgb; vec3 selector = ceil(linear - 0.0031308); vec3 less_than_branch = linear * 12.92; @@ -829,14 +905,15 @@ vec4 linear_to_srgb(vec4 linear_color) { mix(less_than_branch, greater_than_branch, selector), linear_color.a ); -#else - // For non-GLES, GL_FRAMEBUFFER_SRGB handles this for free - return linear_color; -#endif } void main() { - out_color = linear_to_srgb(fragment_color * texture(tex, fragment_uv.st)); + vec4 linear_color = fragment_color * texture(tex, fragment_uv.st); +#ifdef OUTPUT_SRGB + out_color = linear_to_srgb(linear_color); +#else + out_color = linear_color; +#endif } "#; @@ -879,11 +956,16 @@ void main() { body = VERTEX_BODY, ); let fragment_source = format!( - "#version {major}{minor}{es_extras}\n{body}", + "#version {major}{minor}{es_extras}{defines}\n{body}", major = major, minor = minor * 10, es_extras = if is_gles { - " es\nprecision mediump float;\n#define IS_GLES" + " es\nprecision mediump float;" + } else { + "" + }, + defines = if output_srgb { + "\n#define OUTPUT_SRGB" } else { "" }, From 1dee6594c4e901556b3fcb32bfb2ba00c253686c Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Thu, 8 Jul 2021 23:37:53 +0100 Subject: [PATCH 25/29] Make a comment more understandable --- imgui-glow-renderer/examples/02_triangle.rs | 2 -- imgui-glow-renderer/src/lib.rs | 16 +++++++++------- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs index 283b011..9f07f72 100644 --- a/imgui-glow-renderer/examples/02_triangle.rs +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -2,8 +2,6 @@ use std::time::Instant; -use glow::HasContext; - mod utils; use utils::Triangler; diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 393c16c..7e50040 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -164,17 +164,19 @@ impl Renderer { /// /// `output_srgb` controls whether the shader outputs sRGB colors, or linear /// RGB colors. In short: - /// - If you're outputting to the screen and haven't specified the framebuffer + /// - If you're outputting to a display and haven't specified the framebuffer /// is sRGB (e.g. with `gl.enable(glow::FRAMEBUFFER_SRGB)`), then you probably /// want `output_srgb=true`. - /// - If you're outputting to a screen with an sRGB framebuffer (e.g. with + /// - OpenGL ES doesn't support sRGB framebuffers, so you almost always + /// want `output_srgb=true` if you're using OpenGL ES and you're outputting + /// to a display. + /// - If you're outputting to a display with an sRGB framebuffer (e.g. with /// `gl.enable(glow::FRAMEBUFFER_SRGB)`), then you probably want /// `output_srgb=false`, as OpenGL will convert to sRGB itself. - /// - If you're not outputting to some intermediate framebuffer, then you - /// probably want `output_srgb=false` to keep the colours in linear - /// color space, and then convert them to sRGB at some later stage. - /// - OpenGL ES doesn't support sRGB framebuffers, so you almost always - /// want `output_srgb=true`. + /// - If you're not outputting to a display, but instead to some intermediate + /// framebuffer, then you probably want `output_srgb=false` to keep the + /// colors in linear color space, and then convert them to sRGB at some + /// later stage. /// /// # Errors /// Any error initialising the OpenGL objects (including shaders) will From e9c3fed303b36efbf547fb7d76800e0bb5ee5918 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Fri, 3 Sep 2021 22:44:02 +0100 Subject: [PATCH 26/29] Fix imports in doctests --- imgui-glow-renderer/src/versions.rs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/imgui-glow-renderer/src/versions.rs b/imgui-glow-renderer/src/versions.rs index 0e28e8a..9b4bed5 100644 --- a/imgui-glow-renderer/src/versions.rs +++ b/imgui-glow-renderer/src/versions.rs @@ -39,7 +39,7 @@ impl GlVersion { /// /// Examples based on strings found in the wild: /// ```rust - /// # use glow_renderer::GlVersion; + /// # use imgui_glow_renderer::versions::GlVersion; /// let version = GlVersion::parse("4.6.0 NVIDIA 465.27"); /// assert!(!version.is_gles); /// assert_eq!(version.major, 4); @@ -153,7 +153,7 @@ impl GlslVersion { /// /// Examples based on strings found in the wild: /// ```rust - /// # use glow_renderer::GlslVersion; + /// # use imgui_glow_renderer::versions::GlslVersion; /// let version = GlslVersion::parse("4.60 NVIDIA"); /// assert!(!version.is_gles); /// assert_eq!(version.major, 4); From caf4809fa042173f8c49885efb1e77dc50ad173e Mon Sep 17 00:00:00 2001 From: Jack Spira Date: Sat, 4 Sep 2021 16:53:06 -0700 Subject: [PATCH 27/29] Switch to using fully qualified syntax --- imgui-glow-renderer/src/lib.rs | 114 +++++++++++++-------------------- 1 file changed, 46 insertions(+), 68 deletions(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 7e50040..96070b3 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -45,41 +45,10 @@ use std::{borrow::Cow, error::Error, fmt::Display, mem::size_of}; use imgui::internal::RawWrapper; use crate::versions::{GlVersion, GlslVersion}; +use glow::{Context, HasContext}; pub mod versions; -// TODO: document all the things! - -// This may be generics overkill, but I have to assume there's some reason that -// `glow` hid the functions of `[glow::Context]` behind the `[glow::Context]` -// trait. The specified types required here are necessary because otherwise -// required initialisations or conversions in this crate can't be performed. In -// any case, the OpenGL standard specifies these types, so there should be no -// loss of generality. -pub trait Gl: - glow::HasContext< - Texture = glow::Texture, - UniformLocation = glow::UniformLocation, - Program = glow::Program, - Buffer = glow::Buffer, - Sampler = glow::Sampler, - VertexArray = glow::VertexArray, -> -{ -} -impl< - G: glow::HasContext< - Texture = glow::Texture, - UniformLocation = glow::UniformLocation, - Program = glow::Program, - Buffer = glow::Buffer, - Sampler = glow::Sampler, - VertexArray = glow::VertexArray, - >, - > Gl for G -{ -} - /// Renderer which owns the OpenGL context and handles textures itself. Also /// converts all output colors to sRGB for display. Useful for simple applications, /// but more complicated applications may prefer to use `[Renderer]`, or even @@ -87,17 +56,20 @@ impl< /// /// OpenGL context is still available to the rest of the application through /// the `[gl_context]` method. -pub struct AutoRenderer { - gl: G, +pub struct AutoRenderer { + gl: glow::Context, texture_map: SimpleTextureMap, - renderer: Renderer, + renderer: Renderer, } -impl AutoRenderer { +impl AutoRenderer { /// # Errors /// Any error initialising the OpenGL objects (including shaders) will /// result in an error. - pub fn initialize(gl: G, imgui_context: &mut imgui::Context) -> Result { + pub fn initialize( + gl: glow::Context, + imgui_context: &mut imgui::Context, + ) -> Result { let mut texture_map = SimpleTextureMap::default(); let renderer = Renderer::initialize(&gl, imgui_context, &mut texture_map, true)?; Ok(Self { @@ -110,7 +82,7 @@ impl AutoRenderer { /// Note: no need to provide a `mut` version of this, as all methods on /// `[glow::HasContext]` are immutable. #[inline] - pub fn gl_context(&self) -> &G { + pub fn gl_context(&self) -> &glow::Context { &self.gl } @@ -125,7 +97,7 @@ impl AutoRenderer { } #[inline] - pub fn renderer(&self) -> &Renderer { + pub fn renderer(&self) -> &Renderer { &self.renderer } @@ -138,7 +110,7 @@ impl AutoRenderer { } } -impl Drop for AutoRenderer { +impl Drop for AutoRenderer { fn drop(&mut self) { self.renderer.destroy(&self.gl); } @@ -146,20 +118,20 @@ impl Drop for AutoRenderer { /// Main renderer. Borrows the OpenGL context and [texture map](TextureMap) /// when required. -pub struct Renderer { - shaders: Shaders, +pub struct Renderer { + shaders: Shaders, state_backup: GlStateBackup, - pub vbo_handle: G::Buffer, - pub ebo_handle: G::Buffer, - pub font_atlas_texture: G::Texture, + pub vbo_handle: ::Buffer, + pub ebo_handle: ::Buffer, + pub font_atlas_texture: ::Texture, #[cfg(feature = "bind_vertex_array_support")] - pub vertex_array_object: G::VertexArray, + pub vertex_array_object: ::VertexArray, pub gl_version: GlVersion, pub has_clip_origin_support: bool, pub is_destroyed: bool, } -impl Renderer { +impl Renderer { /// Create the renderer, initialising OpenGL objects and shaders. /// /// `output_srgb` controls whether the shader outputs sRGB colors, or linear @@ -182,7 +154,7 @@ impl Renderer { /// Any error initialising the OpenGL objects (including shaders) will /// result in an error. pub fn initialize( - gl: &G, + gl: &Context, imgui_context: &mut imgui::Context, texture_map: &mut T, output_srgb: bool, @@ -249,7 +221,7 @@ impl Renderer { /// This must be called before being dropped to properly free OpenGL /// resources. - pub fn destroy(&mut self, gl: &G) { + pub fn destroy(&mut self, gl: &Context) { if self.is_destroyed { return; } @@ -279,7 +251,7 @@ impl Renderer { /// however) pub fn render( &mut self, - gl: &G, + gl: &Context, texture_map: &T, draw_data: &imgui::DrawData, ) -> Result<(), RenderError> { @@ -351,7 +323,7 @@ impl Renderer { /// result in an error. pub fn set_up_render_state( &mut self, - gl: &G, + gl: &Context, draw_data: &imgui::DrawData, fb_width: f32, fb_height: f32, @@ -469,7 +441,7 @@ impl Renderer { #[allow(clippy::too_many_arguments)] fn render_elements( &self, - gl: &G, + gl: &Context, texture_map: &T, element_count: usize, element_params: imgui::DrawCmdParams, @@ -561,9 +533,15 @@ impl Renderer { /// Then `[gl_texture]` can be called to find the OpenGL texture corresponding to /// that `[imgui::TextureId]`. pub trait TextureMap { - fn register(&mut self, gl_texture: glow::Texture) -> Option; + fn register( + &mut self, + gl_texture: ::Texture, + ) -> Option; - fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option; + fn gl_texture( + &self, + imgui_texture: imgui::TextureId, + ) -> Option<::Texture>; } /// Texture map where the imgui texture ID is simply numerically equal to the @@ -639,18 +617,18 @@ pub struct GlStateBackup { } impl GlStateBackup { - fn pre_init(&mut self, gl: &G) { + fn pre_init(&mut self, gl: &Context) { self.texture = unsafe { gl.get_parameter_i32(glow::TEXTURE_BINDING_2D) }; } - fn post_init(&mut self, gl: &G) { + fn post_init(&mut self, gl: &Context) { #[allow(clippy::cast_sign_loss)] unsafe { gl.bind_texture(glow::TEXTURE_2D, Some(self.texture as _)); } } - fn pre_render(&mut self, gl: &G, gl_version: GlVersion) { + fn pre_render(&mut self, gl: &Context, gl_version: GlVersion) { #[allow(clippy::cast_sign_loss)] unsafe { self.active_texture = gl.get_parameter_i32(glow::ACTIVE_TEXTURE); @@ -701,7 +679,7 @@ impl GlStateBackup { } } - fn post_render(&mut self, gl: &G, _gl_version: GlVersion) { + fn post_render(&mut self, gl: &Context, _gl_version: GlVersion) { #![allow(clippy::cast_sign_loss)] unsafe { gl.use_program(Some(self.program as _)); @@ -782,17 +760,17 @@ impl GlStateBackup { /// Parses `GL_VERSION` and `GL_SHADING_LANGUAGE_VERSION` at runtime in order to /// generate shaders which should work on a wide variety of modern devices /// (GL >= 3.3 and GLES >= 2.0 are expected to work). -struct Shaders { - program: G::Program, - texture_uniform_location: G::UniformLocation, - matrix_uniform_location: G::UniformLocation, +struct Shaders { + program: ::Program, + texture_uniform_location: ::UniformLocation, + matrix_uniform_location: ::UniformLocation, position_attribute_index: u32, uv_attribute_index: u32, color_attribute_index: u32, } -impl Shaders { - fn new(gl: &G, gl_version: GlVersion, output_srgb: bool) -> Result { +impl Shaders { + fn new(gl: &Context, gl_version: GlVersion, output_srgb: bool) -> Result { let (vertex_source, fragment_source) = Self::get_shader_sources(gl, gl_version, output_srgb)?; @@ -859,7 +837,7 @@ impl Shaders { } fn get_shader_sources( - gl: &G, + gl: &Context, gl_version: GlVersion, output_srgb: bool, ) -> Result<(String, String), ShaderError> { @@ -1055,11 +1033,11 @@ impl From for InitError { pub type RenderError = String; -fn prepare_font_atlas( - gl: &G, +fn prepare_font_atlas( + gl: &Context, mut fonts: imgui::FontAtlasRefMut, texture_map: &mut T, -) -> Result { +) -> Result<::Texture, InitError> { #![allow(clippy::cast_possible_wrap)] let atlas_texture = fonts.build_rgba32_texture(); From 1cf83d90721b0fa500a04425b443a3547aee72c9 Mon Sep 17 00:00:00 2001 From: John-Mark Allen Date: Sun, 5 Sep 2021 16:04:36 +0100 Subject: [PATCH 28/29] Add type aliases for fully-qualified Context types --- imgui-glow-renderer/src/lib.rs | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/imgui-glow-renderer/src/lib.rs b/imgui-glow-renderer/src/lib.rs index 96070b3..4379d16 100644 --- a/imgui-glow-renderer/src/lib.rs +++ b/imgui-glow-renderer/src/lib.rs @@ -49,6 +49,12 @@ use glow::{Context, HasContext}; pub mod versions; +pub type GlBuffer = ::Buffer; +pub type GlTexture = ::Texture; +pub type GlVertexArray = ::VertexArray; +type GlProgram = ::Program; +type GlUniformLocation = ::Program; + /// Renderer which owns the OpenGL context and handles textures itself. Also /// converts all output colors to sRGB for display. Useful for simple applications, /// but more complicated applications may prefer to use `[Renderer]`, or even @@ -121,11 +127,11 @@ impl Drop for AutoRenderer { pub struct Renderer { shaders: Shaders, state_backup: GlStateBackup, - pub vbo_handle: ::Buffer, - pub ebo_handle: ::Buffer, - pub font_atlas_texture: ::Texture, + pub vbo_handle: GlBuffer, + pub ebo_handle: GlBuffer, + pub font_atlas_texture: GlTexture, #[cfg(feature = "bind_vertex_array_support")] - pub vertex_array_object: ::VertexArray, + pub vertex_array_object: GlVertexArray, pub gl_version: GlVersion, pub has_clip_origin_support: bool, pub is_destroyed: bool, @@ -533,15 +539,9 @@ impl Renderer { /// Then `[gl_texture]` can be called to find the OpenGL texture corresponding to /// that `[imgui::TextureId]`. pub trait TextureMap { - fn register( - &mut self, - gl_texture: ::Texture, - ) -> Option; + fn register(&mut self, gl_texture: GlTexture) -> Option; - fn gl_texture( - &self, - imgui_texture: imgui::TextureId, - ) -> Option<::Texture>; + fn gl_texture(&self, imgui_texture: imgui::TextureId) -> Option; } /// Texture map where the imgui texture ID is simply numerically equal to the @@ -761,9 +761,9 @@ impl GlStateBackup { /// generate shaders which should work on a wide variety of modern devices /// (GL >= 3.3 and GLES >= 2.0 are expected to work). struct Shaders { - program: ::Program, - texture_uniform_location: ::UniformLocation, - matrix_uniform_location: ::UniformLocation, + program: GlProgram, + texture_uniform_location: GlUniformLocation, + matrix_uniform_location: GlUniformLocation, position_attribute_index: u32, uv_attribute_index: u32, color_attribute_index: u32, @@ -1037,7 +1037,7 @@ fn prepare_font_atlas( gl: &Context, mut fonts: imgui::FontAtlasRefMut, texture_map: &mut T, -) -> Result<::Texture, InitError> { +) -> Result { #![allow(clippy::cast_possible_wrap)] let atlas_texture = fonts.build_rgba32_texture(); From 7d06d4210f97b8cb28dbab63ed7bb5282b7c7b33 Mon Sep 17 00:00:00 2001 From: Jack Spira Date: Sun, 5 Sep 2021 11:37:22 -0700 Subject: [PATCH 29/29] Rebased, updated changelog, and fixed irksome clippy errors. Ready for merge --- CHANGELOG.markdown | 2 ++ imgui-glow-renderer/examples/01_basic.rs | 2 +- imgui-glow-renderer/examples/02_triangle.rs | 2 +- imgui-glow-renderer/examples/03_triangle_gles.rs | 2 +- imgui-glow-renderer/examples/04_custom_textures.rs | 2 +- 5 files changed, 6 insertions(+), 4 deletions(-) diff --git a/CHANGELOG.markdown b/CHANGELOG.markdown index 7bf3224..18a6507 100644 --- a/CHANGELOG.markdown +++ b/CHANGELOG.markdown @@ -2,6 +2,8 @@ ## [Unreleased] +- Added an `imgui-glow-renderer` which targets `glow 0.10`. Before release, this will be updated to target current `0.11` glow when further features are added. Thank you to @jmaargh for the work [implementing this here](https://github.com/imgui-rs/imgui-rs/pull/495)! + - BREAKING: Reworked `.range` calls on `Slider`, `VerticalSlider`, and `Drag` to simply take two min and max values, and requires that they are provided in the constructor. - To update without changing behavior, use the range `T::MIN` and `T::MAX` for the given numerical type (such as `i8::MIN` and `i8::MAX`). diff --git a/imgui-glow-renderer/examples/01_basic.rs b/imgui-glow-renderer/examples/01_basic.rs index 485397d..0ca9091 100644 --- a/imgui-glow-renderer/examples/01_basic.rs +++ b/imgui-glow-renderer/examples/01_basic.rs @@ -56,7 +56,7 @@ fn main() { // This is the only extra render step to add ig_renderer - .render(&draw_data) + .render(draw_data) .expect("error rendering imgui"); window.swap_buffers().unwrap(); diff --git a/imgui-glow-renderer/examples/02_triangle.rs b/imgui-glow-renderer/examples/02_triangle.rs index 9f07f72..55a2b4a 100644 --- a/imgui-glow-renderer/examples/02_triangle.rs +++ b/imgui-glow-renderer/examples/02_triangle.rs @@ -46,7 +46,7 @@ fn main() { // Render imgui on top of it ig_renderer - .render(&draw_data) + .render(draw_data) .expect("error rendering imgui"); window.swap_buffers().unwrap(); diff --git a/imgui-glow-renderer/examples/03_triangle_gles.rs b/imgui-glow-renderer/examples/03_triangle_gles.rs index 104e6ac..989a788 100644 --- a/imgui-glow-renderer/examples/03_triangle_gles.rs +++ b/imgui-glow-renderer/examples/03_triangle_gles.rs @@ -60,7 +60,7 @@ fn main() { // Render imgui on top ig_renderer - .render(&gl, &texture_map, &draw_data) + .render(&gl, &texture_map, draw_data) .expect("error rendering imgui"); window.swap_buffers().unwrap(); diff --git a/imgui-glow-renderer/examples/04_custom_textures.rs b/imgui-glow-renderer/examples/04_custom_textures.rs index 9bf4403..2741203 100644 --- a/imgui-glow-renderer/examples/04_custom_textures.rs +++ b/imgui-glow-renderer/examples/04_custom_textures.rs @@ -61,7 +61,7 @@ fn main() { winit_platform.prepare_render(&ui, window.window()); let draw_data = ui.render(); ig_renderer - .render(&gl, &textures, &draw_data) + .render(&gl, &textures, draw_data) .expect("error rendering imgui"); window.swap_buffers().unwrap();