use std::mem::size_of; use glow::HasContext; use glutin::{PossiblyCurrent, event_loop::ControlFlow, event::WindowEvent}; use imgui::DrawVert; fn main() { let event_loop = glutin::event_loop::EventLoop::new(); let mut imgui = imgui::Context::create(); let mut main_viewport = Viewport::new(&event_loop, &mut imgui); let mut winit_platform = imgui_winit_support::WinitPlatform::init(&mut imgui); // imgui_winit_support::WinitPlatform::init_viewports(&mut imgui, main_viewport.window.window(), &event_loop); event_loop.run(move |event, window_target, control_flow| { winit_platform.handle_event(imgui.io_mut(), main_viewport.window.window(), &event); match event { glutin::event::Event::WindowEvent { window_id, event: WindowEvent::CloseRequested } => { if window_id == main_viewport.window.window().id() { *control_flow = ControlFlow::Exit; } }, glutin::event::Event::MainEventsCleared => { main_viewport.window.window().request_redraw(); }, glutin::event::Event::RedrawRequested(window_id) => { if window_id == main_viewport.window.window().id() { winit_platform.prepare_frame(imgui.io_mut(), main_viewport.window.window()).unwrap(); render(&mut imgui, &mut main_viewport); } }, _ => {} } }); } fn render(imgui: &mut imgui::Context, viewport: &mut Viewport) { let ui = imgui.new_frame(); let mut open = true; ui.show_demo_window(&mut open); let draw_data = imgui.render(); unsafe { //viewport.window = viewport.window.make_current().unwrap(); viewport.context.disable(glow::SCISSOR_TEST); viewport.context.clear(glow::COLOR_BUFFER_BIT); viewport.context.enable(glow::SCISSOR_TEST); viewport.context.bind_vertex_array(Some(viewport.vao)); viewport.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 = viewport.context.get_uniform_location(viewport.shader, "u_Matrix").unwrap(); viewport.context.uniform_matrix_4_f32_slice(Some(&loc), false, &matrix); viewport.context.blend_func_separate(glow::SRC_ALPHA, glow::ONE_MINUS_SRC_ALPHA, glow::ONE, glow::ZERO); viewport.context.enable(glow::BLEND); viewport.context.bind_buffer(glow::ARRAY_BUFFER, Some(viewport.vbo)); viewport.context.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(viewport.ibo)); viewport.context.bind_texture(glow::TEXTURE_2D, Some(viewport.font_tex)); viewport.context.viewport(0, 0, viewport.window.window().inner_size().width as i32, viewport.window.window().inner_size().height as i32); } for draw_list in draw_data.draw_lists() { unsafe { viewport.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::()), glow::STREAM_DRAW); viewport.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::()), glow::STREAM_DRAW); viewport.context.bind_vertex_buffer(0, Some(viewport.vbo), 0, size_of::() as i32); } for cmd in draw_list.commands() { match cmd { imgui::DrawCmd::Elements { count, cmd_params } => { unsafe { let window_height = viewport.window.window().inner_size().height as i32; let x = cmd_params.clip_rect[0] as i32; let y = cmd_params.clip_rect[1] as i32; 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; viewport.context.scissor( x, window_height - (y + height), width, height ); viewport.context.enable(glow::SCISSOR_TEST); viewport.context.draw_elements_base_vertex(glow::TRIANGLES, count as i32, glow::UNSIGNED_SHORT, (cmd_params.idx_offset * size_of::()) as i32, cmd_params.vtx_offset as i32); } }, _ => {}, } } } viewport.window.swap_buffers().unwrap(); } struct Viewport { window: glutin::ContextWrapper, context: glow::Context, vao: glow::VertexArray, vbo: glow::Buffer, ibo: glow::Buffer, shader: glow::Program, font_tex: glow::Texture, } impl Viewport { fn new(event_loop: &glutin::event_loop::EventLoopWindowTarget, imgui: &mut imgui::Context) -> Self { 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); 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, font_tex) = 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); 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); (vao, vbo, ibo, program, font_tex) }; Self { window, context, vao, vbo, ibo, shader, font_tex, } } } const VERTEX_SHADER: &'static 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: &'static 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; } ";