yeeted imgui-gfx renderer.

Please see the new repository under this organization to see its grave
This commit is contained in:
Jack Mac 2021-09-17 15:36:46 -04:00
parent f2fdfd47c9
commit f05a2e0147
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[package]
name = "imgui-gfx-examples"
version = "0.0.0"
edition = "2018"
authors = ["The imgui-rs Developers"]
description = "imgui crate examples"
homepage = "https://github.com/imgui-rs/imgui-rs"
repository = "https://github.com/imgui-rs/imgui-rs"
license = "MIT/Apache-2.0"
publish = false
[badges]
maintenance = { status = "deprecated" }
[features]
opengl = ["imgui-gfx-renderer/opengl"]
# FIXME
# directx = ["imgui-gfx-renderer/directx"]
default = ["opengl"]
[dev-dependencies]
gfx = "0.18"
gfx_device_gl = "0.16"
glutin = "0.27"
image = "0.23"
imgui = { path = "../imgui" }
imgui-gfx-renderer = { path = "../imgui-gfx-renderer" }
imgui-winit-support = { path = "../imgui-winit-support" }
old_school_gfx_glutin_ext = "0.27"
[target.'cfg(windows)'.dev-dependencies]
gfx_device_dx11 = "0.8"
gfx_window_dxgi = "0.19"

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# `imgui-gfx-examples`
- Run with OpenGL backend: `cargo run --example gfx_hello_world`
- Run with DirectX backend: `cargo run --example gfx_hello_world --features directx --no-default-features`

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use gfx::texture::{FilterMethod, SamplerInfo, WrapMode};
use image::ImageFormat;
use imgui::*;
use std::error::Error;
mod support;
#[derive(Default)]
struct CustomTexturesApp {
my_texture_id: Option<TextureId>,
lenna: Option<Lenna>,
}
struct Lenna {
texture_id: TextureId,
size: [f32; 2],
}
impl CustomTexturesApp {
fn register_textures<R, F>(
&mut self,
factory: &mut F,
textures: &mut Textures<imgui_gfx_renderer::Texture<R>>,
) -> Result<(), Box<dyn Error>>
where
R: gfx::Resources,
F: gfx::Factory<R>,
{
const WIDTH: usize = 128;
const HEIGHT: usize = 128;
if self.my_texture_id.is_none() {
// Generate dummy texture
let mut data = Vec::with_capacity(WIDTH * HEIGHT * 4);
for i in 0..WIDTH {
for j in 0..HEIGHT {
// Insert RGBA values
data.push(i as u8);
data.push(j as u8);
data.push((i + j) as u8);
data.push(255);
}
}
let (_, texture_view) = factory.create_texture_immutable_u8::<gfx::format::Srgba8>(
gfx::texture::Kind::D2(WIDTH as u16, HEIGHT as u16, gfx::texture::AaMode::Single),
gfx::texture::Mipmap::Provided,
&[data.as_slice()],
)?;
let sampler =
factory.create_sampler(SamplerInfo::new(FilterMethod::Bilinear, WrapMode::Clamp));
let texture_id = textures.insert((texture_view, sampler));
self.my_texture_id = Some(texture_id);
}
if self.lenna.is_none() {
self.lenna = Some(Lenna::new(factory, textures)?);
}
Ok(())
}
fn show_textures(&self, ui: &Ui) {
Window::new("Hello textures")
.size([400.0, 600.0], Condition::FirstUseEver)
.build(ui, || {
ui.text("Hello textures!");
if let Some(my_texture_id) = self.my_texture_id {
ui.text("Some generated texture");
Image::new(my_texture_id, [100.0, 100.0]).build(ui);
}
if let Some(lenna) = &self.lenna {
ui.text("Say hello to Lenna.jpg");
lenna.show(ui);
}
});
}
}
impl Lenna {
fn new<R, F>(
factory: &mut F,
textures: &mut Textures<imgui_gfx_renderer::Texture<R>>,
) -> Result<Self, Box<dyn Error>>
where
R: gfx::Resources,
F: gfx::Factory<R>,
{
let lenna_bytes = include_bytes!("../../resources/Lenna.jpg");
let image = image::load_from_memory_with_format(lenna_bytes, ImageFormat::Jpeg)?;
// gfx doesn't support easily RGB8 without alpha, so we need to convert
let image = image.to_rgba8();
let (width, height) = image.dimensions();
let raw_data = image.into_raw();
let (_, texture_view) = factory.create_texture_immutable_u8::<gfx::format::Srgba8>(
gfx::texture::Kind::D2(width as u16, height as u16, gfx::texture::AaMode::Single),
gfx::texture::Mipmap::Provided,
&[raw_data.as_slice()],
)?;
let sampler =
factory.create_sampler(SamplerInfo::new(FilterMethod::Bilinear, WrapMode::Clamp));
let texture_id = textures.insert((texture_view, sampler));
Ok(Lenna {
texture_id,
size: [width as f32, height as f32],
})
}
fn show(&self, ui: &Ui) {
Image::new(self.texture_id, self.size).build(ui);
}
}
fn main() {
let mut my_app = CustomTexturesApp::default();
let mut system = support::init(file!());
my_app
.register_textures(
&mut system.render_sys.factory,
system.render_sys.renderer.textures(),
)
.expect("Failed to register textures");
system.main_loop(|_, ui| my_app.show_textures(ui));
}

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use imgui::*;
mod support;
fn main() {
let system = support::init(file!());
let window_title = if cfg!(all(feature = "directx", windows)) {
"Hello world (OpenGL)"
} else {
"Hello world (DirectX)"
};
system.main_loop(|_, ui| {
Window::new(window_title)
.size([300.0, 100.0], Condition::FirstUseEver)
.build(ui, || {
ui.text("Hello world!");
ui.text("こんにちは世界!");
ui.text("This...is...imgui-rs!");
ui.separator();
let mouse_pos = ui.io().mouse_pos;
ui.text(format!(
"Mouse Position: ({:.1},{:.1})",
mouse_pos[0], mouse_pos[1]
));
});
});
}

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mod support;
fn main() {
let system = support::init(file!());
system.main_loop(|run, ui| ui.show_demo_window(run));
}

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use gfx::Device;
use glutin::{
dpi::LogicalSize,
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
// XXX for easier porting...
platform::run_return::EventLoopExtRunReturn,
window::WindowBuilder,
};
use imgui::{Context, FontConfig, FontGlyphRanges, FontSource, Ui};
use imgui_gfx_renderer::{Renderer, Shaders};
use imgui_winit_support::{HiDpiMode, WinitPlatform};
use old_school_gfx_glutin_ext::*;
use std::time::Instant;
type ColorFormat = gfx::format::Rgba8;
type DepthFormat = gfx::format::DepthStencil;
// hack
type EventsLoop = EventLoop<()>;
pub struct System {
pub events_loop: EventsLoop,
pub imgui: Context,
pub platform: WinitPlatform,
pub render_sys: RenderSystem,
pub font_size: f32,
}
pub fn init(title: &str) -> System {
let title = match title.rfind('/') {
Some(idx) => title.split_at(idx + 1).1,
None => title,
};
let events_loop = EventsLoop::new();
let builder = WindowBuilder::new()
.with_title(title.to_owned())
.with_inner_size(LogicalSize::new(1024f64, 768f64));
let mut imgui = Context::create();
imgui.set_ini_filename(None);
let mut platform = WinitPlatform::init(&mut imgui);
let hidpi_factor = platform.hidpi_factor();
let font_size = (13.0 * hidpi_factor) as f32;
imgui.fonts().add_font(&[
FontSource::DefaultFontData {
config: Some(FontConfig {
size_pixels: font_size,
..FontConfig::default()
}),
},
FontSource::TtfData {
data: include_bytes!("../../../resources/mplus-1p-regular.ttf"),
size_pixels: font_size,
config: Some(FontConfig {
rasterizer_multiply: 1.75,
glyph_ranges: FontGlyphRanges::japanese(),
..FontConfig::default()
}),
},
]);
imgui.io_mut().font_global_scale = (1.0 / hidpi_factor) as f32;
let render_sys = RenderSystem::init(&mut imgui, builder, &events_loop);
platform.attach_window(imgui.io_mut(), render_sys.window(), HiDpiMode::Rounded);
System {
events_loop,
imgui,
platform,
render_sys,
font_size,
}
}
impl System {
pub fn main_loop<F: FnMut(&mut bool, &mut Ui)>(self, mut run_ui: F) {
let System {
mut events_loop,
mut imgui,
mut platform,
mut render_sys,
..
} = self;
let mut encoder: gfx::Encoder<_, _> = render_sys.factory.create_command_buffer().into();
let mut last_frame = Instant::now();
let mut run = true;
while run {
events_loop.run_return(|event, _, control_flow| {
platform.handle_event(imgui.io_mut(), render_sys.window(), &event);
if let Event::WindowEvent { event, .. } = event {
match event {
WindowEvent::Resized(_) => render_sys.update_views(),
WindowEvent::CloseRequested => {
run = false;
}
_ => (),
}
}
*control_flow = ControlFlow::Exit;
});
if !run {
break;
}
let io = imgui.io_mut();
platform
.prepare_frame(io, render_sys.window())
.expect("Failed to start frame");
let now = Instant::now();
io.update_delta_time(now - last_frame);
last_frame = now;
let mut ui = imgui.frame();
run_ui(&mut run, &mut ui);
if let Some(main_color) = render_sys.main_color.as_mut() {
encoder.clear(main_color, [1.0, 1.0, 1.0, 1.0]);
}
platform.prepare_render(&ui, render_sys.window());
let draw_data = ui.render();
if let Some(main_color) = render_sys.main_color.as_mut() {
render_sys
.renderer
.render(&mut render_sys.factory, &mut encoder, main_color, draw_data)
.expect("Rendering failed");
}
encoder.flush(&mut render_sys.device);
render_sys.swap_buffers();
render_sys.device.cleanup();
}
}
}
#[cfg(feature = "opengl")]
mod types {
pub type Device = gfx_device_gl::Device;
pub type Factory = gfx_device_gl::Factory;
pub type Resources = gfx_device_gl::Resources;
}
#[cfg(feature = "opengl")]
pub struct RenderSystem {
pub renderer: Renderer<ColorFormat, types::Resources>,
pub windowed_context: glutin::WindowedContext<glutin::PossiblyCurrent>,
pub device: types::Device,
pub factory: types::Factory,
pub main_color: Option<gfx::handle::RenderTargetView<types::Resources, ColorFormat>>,
pub main_depth: gfx::handle::DepthStencilView<types::Resources, DepthFormat>,
}
#[cfg(feature = "opengl")]
impl RenderSystem {
pub fn init(
imgui: &mut Context,
builder: WindowBuilder,
events_loop: &EventsLoop,
) -> RenderSystem {
{
// Fix incorrect colors with sRGB framebuffer
fn imgui_gamma_to_linear(col: [f32; 4]) -> [f32; 4] {
let x = col[0].powf(2.2);
let y = col[1].powf(2.2);
let z = col[2].powf(2.2);
let w = 1.0 - (1.0 - col[3]).powf(2.2);
[x, y, z, w]
}
let style = imgui.style_mut();
for col in 0..style.colors.len() {
style.colors[col] = imgui_gamma_to_linear(style.colors[col]);
}
}
let (windowed_context, device, mut factory, main_color, main_depth) =
glutin::ContextBuilder::new()
.with_vsync(true)
.with_gfx_color_depth::<ColorFormat, DepthFormat>()
.build_windowed(builder, events_loop)
.expect("Failed to initialize graphics")
.init_gfx::<ColorFormat, DepthFormat>();
let shaders = {
let version = device.get_info().shading_language;
if version.is_embedded {
if version.major >= 3 {
Shaders::GlSlEs300
} else {
Shaders::GlSlEs100
}
} else if version.major >= 4 {
Shaders::GlSl400
} else if version.major >= 3 {
if version.minor >= 2 {
Shaders::GlSl150
} else {
Shaders::GlSl130
}
} else {
Shaders::GlSl110
}
};
let renderer =
Renderer::init(imgui, &mut factory, shaders).expect("Failed to initialize renderer");
RenderSystem {
renderer,
windowed_context,
device,
factory,
main_color: Some(main_color),
main_depth,
}
}
pub fn window(&self) -> &glutin::window::Window {
self.windowed_context.window()
}
pub fn update_views(&mut self) {
if let Some(main_color) = self.main_color.as_mut() {
self.windowed_context
.update_gfx(main_color, &mut self.main_depth);
}
}
pub fn swap_buffers(&mut self) {
self.windowed_context.swap_buffers().unwrap();
}
}
#[cfg(all(feature = "directx", windows))]
mod types {
pub type Device = gfx_device_dx11::Device;
pub type Factory = gfx_device_dx11::Factory;
pub type Resources = gfx_device_dx11::Resources;
}
#[cfg(all(feature = "directx", windows))]
pub struct RenderSystem {
pub renderer: Renderer<ColorFormat, types::Resources>,
pub window: gfx_window_dxgi::Window,
pub device: types::Device,
pub factory: types::Factory,
pub main_color: Option<gfx::handle::RenderTargetView<types::Resources, ColorFormat>>,
}
#[cfg(all(feature = "directx", windows))]
impl RenderSystem {
pub fn init(
imgui: &mut Context,
builder: WindowBuilder,
events_loop: &EventsLoop,
) -> RenderSystem {
let (window, device, mut factory, main_color) =
gfx_window_dxgi::init(builder, &events_loop).expect("Failed to initialize graphics");
let renderer = Renderer::init(imgui, &mut factory, Shaders::HlslSm40)
.expect("Failed to initialize renderer");
RenderSystem {
renderer,
window,
device,
factory,
main_color: Some(main_color),
}
}
pub fn window(&self) -> &glutin::Window {
&self.window.inner
}
pub fn update_views(&mut self, size: LogicalSize) {
let physical = size.to_physical(self.window().get_hidpi_factor());
let (width, height): (u32, u32) = physical.into();
let _ = self.main_color.take(); // we need to drop main_color before calling update_views
self.main_color = Some(
gfx_window_dxgi::update_views(
&mut self.window,
&mut self.factory,
&mut self.device,
width as u16,
height as u16,
)
.expect("Failed to update resize"),
);
}
pub fn swap_buffers(&mut self) {
self.window.swap_buffers(1);
}
}

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[package]
name = "imgui-gfx-renderer"
version = "0.8.0"
edition = "2018"
authors = ["The imgui-rs Developers"]
description = "gfx 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"]
[features]
opengl = []
directx = []
default = ["opengl"]
[badges]
maintenance = { status = "deprecated" }
[dependencies]
gfx = "0.18"
imgui = { version = "0.8.0", path = "../imgui" }
[target.'cfg(windows)'.build-dependencies]
winapi = { version = "0.3", features = ["d3dcompiler"] }

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@ -1,19 +0,0 @@
Copyright (c) 2015-2020 The imgui-rs Developers
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fn main() {
#[cfg(windows)]
{
// Note: When building on Windows, this build script will automatically recompile the HLSL shaders.
use std::env;
use std::path::PathBuf;
let src_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap()).join("src");
hlsl_build::update_hlsl_shaders(
&src_dir.join("shader").join("sm_40.hlsl"),
&src_dir.join("data").join("vertex.fx"),
&src_dir.join("data").join("pixel.fx"),
);
}
}
#[cfg(windows)]
mod hlsl_build {
use std::ffi::CString;
use std::fs;
use std::path::Path;
use std::ptr;
use std::slice;
use std::str;
pub fn update_hlsl_shaders(
source_path: &Path,
vertex_destination: &Path,
pixel_destination: &Path,
) {
println!("cargo:rerun-if-changed={}", source_path.display());
let src_data = fs::read_to_string(&source_path).unwrap();
if vertex_destination.exists() {
fs::remove_file(vertex_destination).unwrap();
}
fs::write(
vertex_destination,
compile_shader(&src_data, source_path, "VertexMain", "vs_4_0").unwrap_or_else(
|error_message| {
eprintln!("{}", error_message);
panic!("Vertex shader failed to compile");
},
),
)
.unwrap();
if pixel_destination.exists() {
fs::remove_file(pixel_destination).unwrap();
}
fs::write(
pixel_destination,
compile_shader(&src_data, source_path, "PixelMain", "ps_4_0").unwrap_or_else(
|error_message| {
eprintln!("{}", error_message);
panic!("Pixel shader failed to compile");
},
),
)
.unwrap();
}
fn compile_shader(
src_data: &str,
source_path: &Path,
entry_point: &str,
target: &str,
) -> Result<Vec<u8>, String> {
use winapi::shared::minwindef::LPCVOID;
use winapi::um::d3dcommon::ID3DBlob;
use winapi::um::d3dcompiler;
unsafe {
let mut code: *mut ID3DBlob = ptr::null_mut();
let mut error_msgs: *mut ID3DBlob = ptr::null_mut();
let c_entry_point = CString::new(entry_point).unwrap();
let c_target = CString::new(target).unwrap();
let c_source_path = CString::new(source_path.to_string_lossy().to_string()).unwrap();
let hr = d3dcompiler::D3DCompile(
src_data.as_bytes().as_ptr() as LPCVOID,
src_data.as_bytes().len(),
c_source_path.as_ptr(),
ptr::null(),
ptr::null_mut(),
c_entry_point.as_ptr(),
c_target.as_ptr(),
0,
0,
&mut code,
&mut error_msgs,
);
if hr < 0 {
if !error_msgs.is_null() {
let error_msgs = error_msgs.as_ref().unwrap();
let error_msgs = str::from_utf8(slice::from_raw_parts(
error_msgs.GetBufferPointer() as *const u8,
error_msgs.GetBufferSize(),
))
.expect("error messages from D3DCompile not valid UTF-8");
Err(error_msgs.to_string())
} else {
Err(format!("hresult: {}", hr))
}
} else {
let code = code
.as_ref()
.expect("null code blob returned from D3DCompile");
Ok(slice::from_raw_parts(
code.GetBufferPointer() as *const u8,
code.GetBufferSize(),
)
.to_vec())
}
}
}
}

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@ -1,592 +0,0 @@
#[macro_use]
pub extern crate gfx;
pub extern crate imgui;
use gfx::format::BlendFormat;
use gfx::handle::{Buffer, RenderTargetView};
use gfx::memory::Bind;
use gfx::pso::PipelineState;
use gfx::texture::{FilterMethod, SamplerInfo, WrapMode};
use gfx::traits::FactoryExt;
use gfx::{CommandBuffer, Encoder, Factory, IntoIndexBuffer, Rect, Resources, Slice};
use imgui::internal::RawWrapper;
use imgui::{BackendFlags, DrawCmd, DrawCmdParams, DrawData, DrawIdx, TextureId, Textures};
use std::error::Error;
use std::fmt;
use std::usize;
#[derive(Clone, Debug)]
pub enum RendererError {
Update(gfx::UpdateError<usize>),
Buffer(gfx::buffer::CreationError),
Pipeline(gfx::PipelineStateError<String>),
Combined(gfx::CombinedError),
BadTexture(TextureId),
}
impl fmt::Display for RendererError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
use self::RendererError::*;
match *self {
Update(ref e) => write!(f, "{}", e),
Buffer(ref e) => write!(f, "{}", e),
Pipeline(ref e) => write!(f, "{}", e),
Combined(ref e) => write!(f, "{}", e),
BadTexture(ref t) => write!(f, "Bad texture ID: {}", t.id()),
}
}
}
impl Error for RendererError {
fn source(&self) -> Option<&(dyn Error + 'static)> {
use self::RendererError::*;
match *self {
Update(ref e) => Some(e),
Buffer(ref e) => Some(e),
Pipeline(ref e) => Some(e),
Combined(ref e) => Some(e),
BadTexture(_) => None,
}
}
}
impl From<gfx::UpdateError<usize>> for RendererError {
fn from(e: gfx::UpdateError<usize>) -> RendererError {
RendererError::Update(e)
}
}
impl From<gfx::buffer::CreationError> for RendererError {
fn from(e: gfx::buffer::CreationError) -> RendererError {
RendererError::Buffer(e)
}
}
impl From<gfx::PipelineStateError<String>> for RendererError {
fn from(e: gfx::PipelineStateError<String>) -> RendererError {
RendererError::Pipeline(e)
}
}
impl From<gfx::CombinedError> for RendererError {
fn from(e: gfx::CombinedError) -> RendererError {
RendererError::Combined(e)
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum Shaders {
/// OpenGL 4.0+
GlSl400,
/// OpenGL 3.2+
GlSl150,
/// OpenGL 3.0+
GlSl130,
/// OpenGL 2.0+
GlSl110,
/// OpenGL ES 3.0+
GlSlEs300,
/// OpenGL ES 2.0+
GlSlEs100,
/// HLSL Shader Model 4.0+
HlslSm40,
}
impl Shaders {
fn get_program_code(self) -> (&'static [u8], &'static [u8]) {
use self::Shaders::*;
match self {
GlSl400 => (
include_bytes!("shader/glsl_400.vert"),
include_bytes!("shader/glsl_400.frag"),
),
GlSl150 => (
include_bytes!("shader/glsl_150.vert"),
include_bytes!("shader/glsl_150.frag"),
),
GlSl130 => (
include_bytes!("shader/glsl_130.vert"),
include_bytes!("shader/glsl_130.frag"),
),
GlSl110 => (
include_bytes!("shader/glsl_110.vert"),
include_bytes!("shader/glsl_110.frag"),
),
GlSlEs300 => (
include_bytes!("shader/glsles_300.vert"),
include_bytes!("shader/glsles_300.frag"),
),
GlSlEs100 => (
include_bytes!("shader/glsles_100.vert"),
include_bytes!("shader/glsles_100.frag"),
),
HlslSm40 => (
include_bytes!("data/vertex.fx"),
include_bytes!("data/pixel.fx"),
),
}
}
}
pub type Texture<R> = (
gfx::handle::ShaderResourceView<R, [f32; 4]>,
gfx::handle::Sampler<R>,
);
pub struct Renderer<Cf: BlendFormat, R: Resources> {
vertex_buffer: Buffer<R, GfxDrawVert>,
index_buffer: Buffer<R, DrawIdx>,
slice: Slice<R>,
pso: PipelineState<R, pipeline::Meta<Cf>>,
font_texture: Texture<R>,
textures: Textures<Texture<R>>,
#[cfg(feature = "directx")]
constants: Buffer<R, constants::Constants>,
}
impl<Cf, R> Renderer<Cf, R>
where
Cf: BlendFormat,
R: Resources,
{
pub fn init<F: Factory<R>>(
ctx: &mut imgui::Context,
factory: &mut F,
shaders: Shaders,
) -> Result<Renderer<Cf, R>, RendererError> {
let (vs_code, ps_code) = shaders.get_program_code();
let pso = factory.create_pipeline_simple(vs_code, ps_code, pipeline::new::<Cf>())?;
let vertex_buffer = factory.create_buffer::<GfxDrawVert>(
256,
gfx::buffer::Role::Vertex,
gfx::memory::Usage::Dynamic,
Bind::empty(),
)?;
let index_buffer = factory.create_buffer::<DrawIdx>(
256,
gfx::buffer::Role::Index,
gfx::memory::Usage::Dynamic,
Bind::empty(),
)?;
let font_texture = upload_font_texture(ctx.fonts(), factory)?;
let slice = Slice {
start: 0,
end: 0,
base_vertex: 0,
instances: None,
buffer: index_buffer.clone().into_index_buffer(factory),
};
ctx.set_renderer_name(Some(format!(
"imgui-gfx-renderer {}",
env!("CARGO_PKG_VERSION")
)));
ctx.io_mut()
.backend_flags
.insert(BackendFlags::RENDERER_HAS_VTX_OFFSET);
Ok(Renderer {
vertex_buffer,
index_buffer,
slice,
pso,
font_texture,
textures: Textures::new(),
#[cfg(feature = "directx")]
constants: factory.create_constant_buffer(1),
})
}
pub fn reload_font_texture<F: Factory<R>>(
&mut self,
ctx: &mut imgui::Context,
factory: &mut F,
) -> Result<(), RendererError> {
self.font_texture = upload_font_texture(ctx.fonts(), factory)?;
Ok(())
}
pub fn textures(&mut self) -> &mut Textures<Texture<R>> {
&mut self.textures
}
pub fn render<F: Factory<R>, C: CommandBuffer<R>>(
&mut self,
factory: &mut F,
encoder: &mut Encoder<R, C>,
target: &mut RenderTargetView<R, Cf>,
draw_data: &DrawData,
) -> Result<(), RendererError> {
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(());
}
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 clip_off = draw_data.display_pos;
let clip_scale = draw_data.framebuffer_scale;
for draw_list in draw_data.draw_lists() {
self.upload_vertex_buffer(factory, encoder, unsafe {
draw_list.transmute_vtx_buffer::<GfxDrawVert>()
})?;
self.upload_index_buffer(factory, encoder, draw_list.idx_buffer())?;
self.slice.start = 0;
for cmd in draw_list.commands() {
match cmd {
DrawCmd::Elements {
count,
cmd_params:
DrawCmdParams {
clip_rect,
texture_id,
vtx_offset,
idx_offset,
..
},
} => {
let clip_rect = [
(clip_rect[0] - clip_off[0]) * clip_scale[0],
(clip_rect[1] - clip_off[1]) * clip_scale[1],
(clip_rect[2] - clip_off[0]) * clip_scale[0],
(clip_rect[3] - clip_off[1]) * clip_scale[1],
];
self.slice.start = idx_offset as u32;
self.slice.end = self.slice.start + count as u32;
self.slice.base_vertex = vtx_offset as u32;
if clip_rect[0] < fb_width
&& clip_rect[1] < fb_height
&& clip_rect[2] >= 0.0
&& clip_rect[3] >= 0.0
{
let scissor = Rect {
x: f32::max(0.0, clip_rect[0]).floor() as u16,
y: f32::max(0.0, clip_rect[1]).floor() as u16,
w: (clip_rect[2] - clip_rect[0]).abs().ceil() as u16,
h: (clip_rect[3] - clip_rect[1]).abs().ceil() as u16,
};
let tex = self.lookup_texture(texture_id)?;
#[cfg(feature = "directx")]
{
let constants = constants::Constants { matrix };
encoder.update_constant_buffer(&self.constants, &constants);
}
let data = pipeline::Data {
vertex_buffer: &self.vertex_buffer,
#[cfg(not(feature = "directx"))]
matrix: &matrix,
#[cfg(feature = "directx")]
constants: &self.constants,
tex,
scissor: &scissor,
target,
};
encoder.draw(&self.slice, &self.pso, &data);
}
}
DrawCmd::ResetRenderState => (), // TODO
DrawCmd::RawCallback { callback, raw_cmd } => unsafe {
callback(draw_list.raw(), raw_cmd)
},
}
}
}
Ok(())
}
fn upload_vertex_buffer<F: Factory<R>, C: CommandBuffer<R>>(
&mut self,
factory: &mut F,
encoder: &mut Encoder<R, C>,
vtx_buffer: &[GfxDrawVert],
) -> Result<(), RendererError> {
if self.vertex_buffer.len() < vtx_buffer.len() {
self.vertex_buffer = factory.create_buffer::<GfxDrawVert>(
vtx_buffer.len(),
gfx::buffer::Role::Vertex,
gfx::memory::Usage::Dynamic,
Bind::empty(),
)?;
}
encoder.update_buffer(&self.vertex_buffer, vtx_buffer, 0)?;
Ok(())
}
fn upload_index_buffer<F: Factory<R>, C: CommandBuffer<R>>(
&mut self,
factory: &mut F,
encoder: &mut Encoder<R, C>,
idx_buffer: &[DrawIdx],
) -> Result<(), RendererError> {
if self.index_buffer.len() < idx_buffer.len() {
self.index_buffer = factory.create_buffer::<DrawIdx>(
idx_buffer.len(),
gfx::buffer::Role::Index,
gfx::memory::Usage::Dynamic,
Bind::empty(),
)?;
self.slice.buffer = self.index_buffer.clone().into_index_buffer(factory);
}
encoder.update_buffer(&self.index_buffer, idx_buffer, 0)?;
Ok(())
}
fn lookup_texture(&self, texture_id: TextureId) -> Result<&Texture<R>, RendererError> {
if texture_id.id() == usize::MAX {
Ok(&self.font_texture)
} else if let Some(texture) = self.textures.get(texture_id) {
Ok(texture)
} else {
Err(RendererError::BadTexture(texture_id))
}
}
}
fn upload_font_texture<R: Resources, F: Factory<R>>(
mut fonts: imgui::FontAtlasRefMut,
factory: &mut F,
) -> Result<Texture<R>, RendererError> {
let texture = fonts.build_rgba32_texture();
let (_, texture_view) = factory.create_texture_immutable_u8::<gfx::format::Srgba8>(
gfx::texture::Kind::D2(
texture.width as u16,
texture.height as u16,
gfx::texture::AaMode::Single,
),
gfx::texture::Mipmap::Provided,
&[texture.data],
)?;
fonts.tex_id = TextureId::from(usize::MAX);
let sampler = factory.create_sampler(SamplerInfo::new(FilterMethod::Bilinear, WrapMode::Tile));
let font_texture = (texture_view, sampler);
Ok(font_texture)
}
#[cfg(feature = "directx")]
mod constants {
use gfx::gfx_constant_struct_meta;
use gfx::gfx_impl_struct_meta;
gfx::gfx_constant_struct! {
Constants {
// `matrix` is a reserved keyword in HLSL
matrix: [[f32; 4]; 4] = "matrix_",
}
}
}
// This is basically what gfx_pipeline generates, but with some changes:
//
// * Data struct contains references to avoid copying
// * Everything is parameterized with BlendFormat
// * Pipeline init is specialized for our structs
mod pipeline {
use super::*;
use gfx::format::BlendFormat;
use gfx::handle::Manager;
use gfx::preset::blend;
use gfx::pso::{
AccessInfo, DataBind, DataLink, Descriptor, InitError, PipelineData, PipelineInit,
RawDataSet,
};
use gfx::state::ColorMask;
use gfx::{ProgramInfo, Resources};
#[derive(Clone, Debug, PartialEq)]
pub struct Data<'a, R: Resources, Cf: BlendFormat + 'a> {
pub vertex_buffer: &'a <gfx::VertexBuffer<GfxDrawVert> as DataBind<R>>::Data,
#[cfg(not(feature = "directx"))]
pub matrix: &'a <gfx::Global<[[f32; 4]; 4]> as DataBind<R>>::Data,
#[cfg(feature = "directx")]
pub constants: &'a <gfx::ConstantBuffer<super::constants::Constants> as DataBind<R>>::Data,
pub tex: &'a <gfx::TextureSampler<[f32; 4]> as DataBind<R>>::Data,
pub target: &'a <gfx::BlendTarget<Cf> as DataBind<R>>::Data,
pub scissor: &'a <gfx::Scissor as DataBind<R>>::Data,
}
#[derive(Clone, Debug, Hash, PartialEq)]
pub struct Meta<Cf: BlendFormat> {
vertex_buffer: gfx::VertexBuffer<GfxDrawVert>,
#[cfg(not(feature = "directx"))]
matrix: gfx::Global<[[f32; 4]; 4]>,
#[cfg(feature = "directx")]
constants: gfx::ConstantBuffer<super::constants::Constants>,
tex: gfx::TextureSampler<[f32; 4]>,
target: gfx::BlendTarget<Cf>,
scissor: gfx::Scissor,
}
#[derive(Clone, Debug, PartialEq)]
pub struct Init<'a, Cf: BlendFormat> {
vertex_buffer: <gfx::VertexBuffer<GfxDrawVert> as DataLink<'a>>::Init,
#[cfg(not(feature = "directx"))]
matrix: <gfx::Global<[[f32; 4]; 4]> as DataLink<'a>>::Init,
#[cfg(feature = "directx")]
constants: <gfx::ConstantBuffer<super::constants::Constants> as DataLink<'a>>::Init,
tex: <gfx::TextureSampler<[f32; 4]> as DataLink<'a>>::Init,
target: <gfx::BlendTarget<Cf> as DataLink<'a>>::Init,
scissor: <gfx::Scissor as DataLink<'a>>::Init,
}
impl<'a, Cf: BlendFormat> PipelineInit for Init<'a, Cf> {
type Meta = Meta<Cf>;
fn link_to<'s>(
&self,
desc: &mut Descriptor,
info: &'s ProgramInfo,
) -> Result<Meta<Cf>, InitError<&'s str>> {
let mut meta = Meta {
vertex_buffer: DataLink::new(),
#[cfg(not(feature = "directx"))]
matrix: DataLink::new(),
#[cfg(feature = "directx")]
constants: DataLink::new(),
tex: DataLink::new(),
target: DataLink::new(),
scissor: DataLink::new(),
};
if let Some(d) = meta
.vertex_buffer
.link_vertex_buffer(0, &self.vertex_buffer)
{
assert!(meta.vertex_buffer.is_active());
desc.vertex_buffers[0] = Some(d);
}
for at in &info.vertex_attributes {
match meta.vertex_buffer.link_input(at, &self.vertex_buffer) {
Some(Ok(d)) => {
assert!(meta.vertex_buffer.is_active());
desc.attributes[at.slot as usize] = Some(d);
continue;
}
Some(Err(fm)) => return Err(InitError::VertexImport(&at.name, Some(fm))),
None => return Err(InitError::VertexImport(&at.name, None)),
}
}
#[cfg(feature = "directx")]
for cb in &info.constant_buffers {
match meta.constants.link_constant_buffer(cb, &self.constants) {
Some(Ok(d)) => {
assert!(meta.constants.is_active());
desc.constant_buffers[cb.slot as usize] = Some(d);
}
Some(Err(e)) => return Err(InitError::ConstantBuffer(&cb.name, Some(e))),
None => return Err(InitError::ConstantBuffer(&cb.name, None)),
}
}
#[cfg(not(feature = "directx"))]
for gc in &info.globals {
match meta.matrix.link_global_constant(gc, &self.matrix) {
Some(Ok(())) => assert!(meta.matrix.is_active()),
Some(Err(e)) => return Err(InitError::GlobalConstant(&gc.name, Some(e))),
None => return Err(InitError::GlobalConstant(&gc.name, None)),
}
}
for srv in &info.textures {
match meta.tex.link_resource_view(srv, &self.tex) {
Some(Ok(d)) => {
assert!(meta.tex.is_active());
desc.resource_views[srv.slot as usize] = Some(d);
}
Some(Err(_)) => return Err(InitError::ResourceView(&srv.name, Some(()))),
None => return Err(InitError::ResourceView(&srv.name, None)),
}
}
for sm in &info.samplers {
match meta.tex.link_sampler(sm, &self.tex) {
Some(d) => {
assert!(meta.tex.is_active());
desc.samplers[sm.slot as usize] = Some(d);
}
None => return Err(InitError::Sampler(&sm.name, None)),
}
}
for out in &info.outputs {
match meta.target.link_output(out, &self.target) {
Some(Ok(d)) => {
assert!(meta.target.is_active());
desc.color_targets[out.slot as usize] = Some(d);
}
Some(Err(fm)) => return Err(InitError::PixelExport(&out.name, Some(fm))),
None => return Err(InitError::PixelExport(&out.name, None)),
}
}
if !info.knows_outputs {
use gfx::shade::core::*;
let mut out = OutputVar {
name: String::new(),
slot: 0,
base_type: BaseType::F32,
container: ContainerType::Vector(4),
};
match meta.target.link_output(&out, &self.target) {
Some(Ok(d)) => {
assert!(meta.target.is_active());
desc.color_targets[out.slot as usize] = Some(d);
out.slot += 1;
}
Some(Err(fm)) => return Err(InitError::PixelExport("!known", Some(fm))),
None => (),
}
}
if meta.scissor.link_scissor() {
assert!(meta.scissor.is_active());
desc.scissor = true;
}
Ok(meta)
}
}
impl<'a, R: Resources, Cf: BlendFormat> PipelineData<R> for Data<'a, R, Cf> {
type Meta = Meta<Cf>;
fn bake_to(
&self,
out: &mut RawDataSet<R>,
meta: &Meta<Cf>,
man: &mut Manager<R>,
access: &mut AccessInfo<R>,
) {
meta.vertex_buffer
.bind_to(out, self.vertex_buffer, man, access);
#[cfg(not(feature = "directx"))]
{
meta.matrix.bind_to(out, self.matrix, man, access);
}
#[cfg(feature = "directx")]
{
meta.constants.bind_to(out, self.constants, man, access);
}
meta.tex.bind_to(out, self.tex, man, access);
meta.target.bind_to(out, self.target, man, access);
meta.scissor.bind_to(out, self.scissor, man, access);
}
}
pub fn new<Cf: BlendFormat>() -> Init<'static, Cf> {
Init {
vertex_buffer: (),
#[cfg(not(feature = "directx"))]
matrix: "matrix",
#[cfg(feature = "directx")]
constants: "Constants",
tex: "tex",
target: ("Target0", ColorMask::all(), blend::ALPHA),
scissor: (),
}
}
}
gfx_vertex_struct! {
GfxDrawVert {
pos: [f32; 2] = "pos",
uv: [f32; 2] = "uv",
col: [gfx::format::U8Norm; 4] = "col",
}
}

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@ -1,13 +0,0 @@
#version 110
uniform sampler2D tex;
varying vec2 f_uv;
varying vec4 f_color;
// Built-in:
// vec4 gl_FragColor
void main() {
gl_FragColor = f_color * texture2D(tex, f_uv.st);
}

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@ -1,19 +0,0 @@
#version 110
uniform mat4 matrix;
attribute vec2 pos;
attribute vec2 uv;
attribute vec4 col;
varying vec2 f_uv;
varying vec4 f_color;
// Built-in:
// vec4 gl_Position
void main() {
f_uv = uv;
f_color = col;
gl_Position = matrix * vec4(pos.xy, 0, 1);
}

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@ -1,12 +0,0 @@
#version 130
uniform sampler2D tex;
in vec2 f_uv;
in vec4 f_color;
out vec4 Target0;
void main() {
Target0 = f_color * texture(tex, f_uv.st);
}

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@ -1,19 +0,0 @@
#version 130
uniform mat4 matrix;
in vec2 pos;
in vec2 uv;
in vec4 col;
out vec2 f_uv;
out vec4 f_color;
// Built-in:
// vec4 gl_Position
void main() {
f_uv = uv;
f_color = col;
gl_Position = matrix * vec4(pos.xy, 0, 1);
}

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@ -1,12 +0,0 @@
#version 150
uniform sampler2D tex;
in vec2 f_uv;
in vec4 f_color;
out vec4 Target0;
void main() {
Target0 = f_color * texture(tex, f_uv.st);
}

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@ -1,19 +0,0 @@
#version 150
uniform mat4 matrix;
in vec2 pos;
in vec2 uv;
in vec4 col;
out vec2 f_uv;
out vec4 f_color;
// Built-in:
// vec4 gl_Position
void main() {
f_uv = uv;
f_color = col;
gl_Position = matrix * vec4(pos.xy, 0, 1);
}

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@ -1,12 +0,0 @@
#version 400
uniform sampler2D tex;
in vec2 f_uv;
in vec4 f_color;
out vec4 Target0;
void main() {
Target0 = f_color * texture(tex, f_uv.st);
}

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#version 400
uniform mat4 matrix;
in vec2 pos;
in vec2 uv;
in vec4 col;
out vec2 f_uv;
out vec4 f_color;
// Built-in:
// vec4 gl_Position
void main() {
f_uv = uv;
f_color = col;
gl_Position = matrix * vec4(pos.xy, 0, 1);
}

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#version 100
uniform sampler2D tex;
varying mediump vec2 f_uv;
varying lowp vec4 f_color;
// Built-in:
// vec4 gl_FragColor
void main() {
gl_FragColor = f_color * texture2D(tex, f_uv.st);
}

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#version 100
uniform mat4 matrix;
attribute mediump vec2 pos;
attribute mediump vec2 uv;
attribute lowp vec4 col;
varying mediump vec2 f_uv;
varying lowp vec4 f_color;
// Built-in:
// vec4 gl_Position
void main() {
f_uv = uv;
f_color = col;
gl_Position = matrix * vec4(pos.xy, 0, 1);
}

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#version 300 es
uniform sampler2D tex;
in mediump vec2 f_uv;
in lowp vec4 f_color;
out lowp vec4 Target0;
void main() {
Target0 = f_color * texture(tex, f_uv.st);
}

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#version 300 es
uniform mat4 matrix;
in mediump vec2 pos;
in mediump vec2 uv;
in lowp vec4 col;
out mediump vec2 f_uv;
out lowp vec4 f_color;
// Built-in:
// vec4 gl_Position
void main() {
f_uv = uv;
f_color = col;
gl_Position = matrix * vec4(pos.xy, 0, 1);
}

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cbuffer Constants : register(b0) {
float4x4 matrix_;
}
Texture2D tex;
SamplerState tex_;
struct VIn {
float2 position : pos;
float2 uv : uv;
float4 color : col;
};
struct VOut
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
VOut VertexMain(VIn vertex)
{
VOut output;
output.position = mul(matrix_, float4(vertex.position, 0.0, 1.0));
output.uv = vertex.uv;
output.color = vertex.color;
return output;
}
float4 PixelMain(VOut vout) : SV_TARGET
{
return vout.color * tex.Sample(tex_, vout.uv);
}