Removed outdated and non-working example

This commit is contained in:
Robin Quint 2022-12-16 15:00:48 +01:00
parent 69528d7942
commit 14531a074c

View File

@ -1,489 +0,0 @@
use std::{collections::HashMap, mem::size_of};
use glow::HasContext;
use glutin::{event::WindowEvent, event_loop::ControlFlow, PossiblyCurrent};
use imgui::{BackendFlags, ConfigFlags, DrawData, DrawVert, ViewportFlags};
fn main() {
let event_loop = glutin::event_loop::EventLoop::new();
let mut imgui = imgui::Context::create();
imgui
.io_mut()
.backend_flags
.insert(BackendFlags::RENDERER_HAS_VIEWPORTS);
imgui
.io_mut()
.config_flags
.insert(ConfigFlags::DOCKING_ENABLE);
imgui
.io_mut()
.config_flags
.insert(ConfigFlags::VIEWPORTS_ENABLE);
imgui.set_ini_filename(None);
let (mut main_viewport, context) = Viewport::new(&event_loop);
main_viewport.init_font_texture(&mut imgui, &context);
let mut winit_platform = imgui_winit_support::WinitPlatform::init(&mut imgui);
imgui_winit_support::WinitPlatform::init_viewports(
&mut imgui,
main_viewport.window(),
&event_loop,
);
let mut viewports = HashMap::new();
event_loop.run(move |event, window_target, control_flow| {
winit_platform.handle_event(imgui.io_mut(), main_viewport.window(), &event);
let mut storage = ViewportStorage {
window_target,
context: &context,
main_viewport: &main_viewport,
viewports: &mut viewports,
};
winit_platform.handle_viewport_event(
&mut imgui,
main_viewport.window(),
&mut storage,
&event,
);
match event {
glutin::event::Event::WindowEvent {
window_id,
event: WindowEvent::CloseRequested,
} => {
if window_id == main_viewport.window().id() {
*control_flow = ControlFlow::Exit;
}
}
glutin::event::Event::MainEventsCleared => {
main_viewport.window().request_redraw();
}
glutin::event::Event::RedrawRequested(window_id) => {
if window_id == main_viewport.window().id() {
winit_platform
.prepare_frame(imgui.io_mut(), main_viewport.window())
.unwrap();
render(&mut imgui);
imgui.update_platform_windows();
let mut storage = ViewportStorage {
window_target,
context: &context,
main_viewport: &main_viewport,
viewports: &mut viewports,
};
winit_platform.update_viewports(&mut imgui, &mut storage);
let main_draw_data = imgui.render();
render_viewport(&mut main_viewport, main_draw_data, &context);
for (id, viewport) in &mut viewports {
viewport.init_font_texture(&mut imgui, &context);
let draw_data = imgui.viewport_by_id(*id).unwrap().draw_data();
render_viewport(viewport, draw_data, &context);
}
}
}
_ => {}
}
});
}
fn render(imgui: &mut imgui::Context) {
let ui = imgui.new_frame();
ui.dockspace_over_main_viewport();
let mut open = true;
ui.show_demo_window(&mut open);
ui.end_frame_early();
}
fn render_viewport(viewport: &mut Viewport, draw_data: &DrawData, context: &glow::Context) {
let pos = viewport.window().inner_position().unwrap();
unsafe {
viewport.make_current();
context.disable(glow::SCISSOR_TEST);
context.clear(glow::COLOR_BUFFER_BIT);
context.enable(glow::SCISSOR_TEST);
context.bind_vertex_array(Some(viewport.vao));
context.use_program(Some(viewport.shader));
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];
let matrix = [
(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,
];
let loc = context
.get_uniform_location(viewport.shader, "u_Matrix")
.unwrap();
context.uniform_matrix_4_f32_slice(Some(&loc), false, &matrix);
context.blend_func_separate(
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
glow::ONE,
glow::ZERO,
);
context.enable(glow::BLEND);
context.bind_buffer(glow::ARRAY_BUFFER, Some(viewport.vbo));
context.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(viewport.ibo));
context.bind_texture(glow::TEXTURE_2D, viewport.font_tex);
context.viewport(
0,
0,
viewport.window().inner_size().width as i32,
viewport.window().inner_size().height as i32,
);
}
for draw_list in draw_data.draw_lists() {
unsafe {
context.buffer_data_u8_slice(
glow::ARRAY_BUFFER,
std::slice::from_raw_parts(
draw_list.vtx_buffer().as_ptr() as *const u8,
draw_list.vtx_buffer().len() * size_of::<DrawVert>(),
),
glow::STREAM_DRAW,
);
context.buffer_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
std::slice::from_raw_parts(
draw_list.idx_buffer().as_ptr() as *const u8,
draw_list.idx_buffer().len() * size_of::<u16>(),
),
glow::STREAM_DRAW,
);
context.bind_vertex_buffer(0, Some(viewport.vbo), 0, size_of::<DrawVert>() as i32);
}
for cmd in draw_list.commands() {
if let imgui::DrawCmd::Elements { count, cmd_params } = cmd {
unsafe {
let window_height = viewport.window().inner_size().height as i32;
let x = cmd_params.clip_rect[0] as i32 - pos.x;
let y = cmd_params.clip_rect[1] as i32 - pos.y;
let width = (cmd_params.clip_rect[2] - cmd_params.clip_rect[0]) as i32;
let height = (cmd_params.clip_rect[3] - cmd_params.clip_rect[1]) as i32;
context.scissor(x, window_height - (y + height), width, height);
context.enable(glow::SCISSOR_TEST);
context.draw_elements_base_vertex(
glow::TRIANGLES,
count as i32,
glow::UNSIGNED_SHORT,
(cmd_params.idx_offset * size_of::<u16>()) as i32,
cmd_params.vtx_offset as i32,
);
}
}
}
}
viewport.swap_buffers();
}
struct ViewportStorage<'a, T: 'static> {
window_target: &'a glutin::event_loop::EventLoopWindowTarget<T>,
main_viewport: &'a Viewport,
context: &'a glow::Context,
viewports: &'a mut HashMap<imgui::Id, Viewport>,
}
impl<'a, T: 'static> imgui_winit_support::WinitPlatformViewportStorage for ViewportStorage<'a, T> {
fn create_window(&mut self, id: imgui::Id, flags: imgui::ViewportFlags) {
let viewport =
Viewport::new_shared(self.window_target, self.main_viewport, self.context, flags);
self.viewports.insert(id, viewport);
}
fn remove_windows(&mut self, filter: impl Fn(imgui::Id) -> bool) {
self.viewports.retain(|id, _| !filter(*id));
}
fn get_window(
&mut self,
id: glutin::window::WindowId,
) -> Option<(imgui::Id, &glutin::window::Window)> {
self.viewports
.iter()
.find(|(_, viewport)| viewport.window().id() == id)
.map(|(viewport_id, viewport)| (*viewport_id, viewport.window()))
}
fn for_each(&mut self, mut func: impl FnMut(imgui::Id, &glutin::window::Window)) {
self.viewports.iter().for_each(|(id, vp)| {
func(*id, vp.window());
});
}
}
struct Viewport {
window: Option<glutin::ContextWrapper<PossiblyCurrent, glutin::window::Window>>,
vao: glow::VertexArray,
vbo: glow::Buffer,
ibo: glow::Buffer,
shader: glow::Program,
font_tex: Option<glow::Texture>,
}
impl Viewport {
fn new<T>(event_loop: &glutin::event_loop::EventLoopWindowTarget<T>) -> (Self, glow::Context) {
let wb = glutin::window::WindowBuilder::new()
.with_inner_size(glutin::dpi::LogicalSize::new(800.0, 600.0))
.with_resizable(true)
.with_title("Viewports")
.with_visible(true)
.with_decorations(true);
let window = unsafe {
glutin::ContextBuilder::new()
.with_double_buffer(Some(true))
.with_vsync(true)
.build_windowed(wb, event_loop)
.unwrap()
.make_current()
.unwrap()
};
let context = unsafe {
glow::Context::from_loader_function(|s| window.get_proc_address(s) as *const _)
};
let (vao, vbo, ibo, shader) = unsafe {
let vao = context.create_vertex_array().unwrap();
let vbo = context.create_buffer().unwrap();
let ibo = context.create_buffer().unwrap();
context.bind_vertex_array(Some(vao));
context.vertex_attrib_binding(0, 0);
context.vertex_attrib_binding(1, 0);
context.vertex_attrib_binding(2, 0);
context.vertex_attrib_format_f32(0, 2, glow::FLOAT, false, 0);
context.vertex_attrib_format_f32(1, 2, glow::FLOAT, false, 8);
context.vertex_attrib_format_f32(2, 4, glow::UNSIGNED_BYTE, true, 16);
context.enable_vertex_attrib_array(0);
context.enable_vertex_attrib_array(1);
context.enable_vertex_attrib_array(2);
context.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(ibo));
context.bind_vertex_array(None);
let vertex_shader = context.create_shader(glow::VERTEX_SHADER).unwrap();
context.shader_source(vertex_shader, VERTEX_SHADER);
context.compile_shader(vertex_shader);
let fragment_shader = context.create_shader(glow::FRAGMENT_SHADER).unwrap();
context.shader_source(fragment_shader, FRAGMENT_SHADER);
context.compile_shader(fragment_shader);
let program = context.create_program().unwrap();
context.attach_shader(program, vertex_shader);
context.attach_shader(program, fragment_shader);
context.link_program(program);
context.delete_shader(vertex_shader);
context.delete_shader(fragment_shader);
(vao, vbo, ibo, program)
};
(
Self {
window: Some(window),
vao,
vbo,
ibo,
shader,
font_tex: None,
},
context,
)
}
fn new_shared<T>(
event_loop: &glutin::event_loop::EventLoopWindowTarget<T>,
main_viewport: &Viewport,
context: &glow::Context,
flags: imgui::ViewportFlags,
) -> Self {
let wb = glutin::window::WindowBuilder::new()
.with_inner_size(glutin::dpi::LogicalSize::new(100.0, 100.0))
.with_resizable(true)
.with_title("<unnamed>")
.with_always_on_top(flags.contains(ViewportFlags::TOP_MOST))
.with_decorations(!flags.contains(ViewportFlags::NO_DECORATION))
.with_visible(false);
let window = unsafe {
glutin::ContextBuilder::new()
.with_double_buffer(Some(true))
.with_vsync(true)
.with_shared_lists(main_viewport.window.as_ref().unwrap().context())
.build_windowed(wb, event_loop)
.unwrap()
.make_current()
.unwrap()
};
let (vao, vbo, ibo, shader) = unsafe {
let vao = context.create_vertex_array().unwrap();
let vbo = context.create_buffer().unwrap();
let ibo = context.create_buffer().unwrap();
context.bind_vertex_array(Some(vao));
context.vertex_attrib_binding(0, 0);
context.vertex_attrib_binding(1, 0);
context.vertex_attrib_binding(2, 0);
context.vertex_attrib_format_f32(0, 2, glow::FLOAT, false, 0);
context.vertex_attrib_format_f32(1, 2, glow::FLOAT, false, 8);
context.vertex_attrib_format_f32(2, 4, glow::UNSIGNED_BYTE, true, 16);
context.enable_vertex_attrib_array(0);
context.enable_vertex_attrib_array(1);
context.enable_vertex_attrib_array(2);
context.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(ibo));
context.bind_vertex_array(None);
(vao, vbo, ibo, main_viewport.shader)
};
Self {
window: Some(window),
vao,
vbo,
ibo,
shader,
font_tex: None,
}
}
fn init_font_texture(&mut self, imgui: &mut imgui::Context, context: &glow::Context) {
if self.font_tex.is_some() {
return;
}
unsafe {
self.make_current();
let font_tex = context.create_texture().unwrap();
let data = imgui.fonts().build_rgba32_texture();
context.bind_texture(glow::TEXTURE_2D, Some(font_tex));
context.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::RGBA as i32,
data.width as i32,
data.height as i32,
0,
glow::RGBA,
glow::UNSIGNED_BYTE,
Some(data.data),
);
context.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MAG_FILTER,
glow::LINEAR as i32,
);
context.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MIN_FILTER,
glow::LINEAR as i32,
);
context.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_S,
glow::CLAMP_TO_EDGE as i32,
);
context.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_T,
glow::CLAMP_TO_EDGE as i32,
);
self.font_tex = Some(font_tex);
}
}
fn window(&self) -> &glutin::window::Window {
self.window.as_ref().unwrap().window()
}
fn make_current(&mut self) {
let window = self.window.take().unwrap();
self.window = unsafe { Some(window.make_current().unwrap()) };
}
fn swap_buffers(&self) {
self.window.as_ref().unwrap().swap_buffers().unwrap();
}
}
const VERTEX_SHADER: &str = "#version 450 core
layout(location = 0) in vec2 in_Position;
layout(location = 1) in vec2 in_UV;
layout(location = 2) in vec4 in_Color;
out vec2 v2f_UV;
out vec4 v2f_Color;
uniform mat4 u_Matrix;
void main() {
gl_Position = u_Matrix * vec4(in_Position, 0.0, 1.0);
v2f_UV = in_UV;
v2f_Color = in_Color;
}
";
const FRAGMENT_SHADER: &str = "#version 450 core
in vec2 v2f_UV;
in vec4 v2f_Color;
layout(location = 0) uniform sampler2D u_FontTexture;
out vec4 out_Color;
void main() {
vec4 texColor = texture(u_FontTexture, v2f_UV);
vec4 finalColor = texColor * v2f_Color;
out_Color = finalColor;
}
";