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-rw-r--r--src/plugins/renderers/opengl/debug/imguirenderer.cpp706
1 files changed, 706 insertions, 0 deletions
diff --git a/src/plugins/renderers/opengl/debug/imguirenderer.cpp b/src/plugins/renderers/opengl/debug/imguirenderer.cpp
new file mode 100644
index 000000000..e23476860
--- /dev/null
+++ b/src/plugins/renderers/opengl/debug/imguirenderer.cpp
@@ -0,0 +1,706 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*
+ * Based on https://github.com/seanchas116/qtimgui/
+ *
+ * MIT License https://github.com/seanchas116/qtimgui/blob/master/LICENSE
+ *
+ */
+
+#include "imguirenderer_p.h"
+#include <renderview_p.h>
+#include <renderer_p.h>
+#include <submissioncontext_p.h>
+#include <Qt3DRender/private/geometryrenderermanager_p.h>
+
+#include <QDateTime>
+#include <QGuiApplication>
+#include <QMouseEvent>
+#include <QClipboard>
+#include <QCursor>
+#include <QOpenGLExtraFunctions>
+
+#include "imgui.h"
+
+#ifndef GL_VERTEX_ARRAY_BINDING
+// just for building on some platforms, won't run anyway as this requires GL/ES > 2
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+#endif
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3DRender;
+using namespace Render;
+using namespace Render::Debug;
+using namespace Render::OpenGL;
+
+namespace {
+
+ const QHash<int, ImGuiKey> keyMap = {
+ { Qt::Key_Tab, ImGuiKey_Tab },
+ { Qt::Key_Left, ImGuiKey_LeftArrow },
+ { Qt::Key_Right, ImGuiKey_RightArrow },
+ { Qt::Key_Up, ImGuiKey_UpArrow },
+ { Qt::Key_Down, ImGuiKey_DownArrow },
+ { Qt::Key_PageUp, ImGuiKey_PageUp },
+ { Qt::Key_PageDown, ImGuiKey_PageDown },
+ { Qt::Key_Home, ImGuiKey_Home },
+ { Qt::Key_End, ImGuiKey_End },
+ { Qt::Key_Delete, ImGuiKey_Delete },
+ { Qt::Key_Backspace, ImGuiKey_Backspace },
+ { Qt::Key_Enter, ImGuiKey_Enter },
+ { Qt::Key_Escape, ImGuiKey_Escape },
+ { Qt::Key_A, ImGuiKey_A },
+ { Qt::Key_C, ImGuiKey_C },
+ { Qt::Key_V, ImGuiKey_V },
+ { Qt::Key_X, ImGuiKey_X },
+ { Qt::Key_Y, ImGuiKey_Y },
+ { Qt::Key_Z, ImGuiKey_Z },
+ };
+
+ QByteArray g_currentClipboardText;
+
+ // doesn't handle primitive restart when using indexes
+ int vertexToPrimitiveCount(Qt3DRender::QGeometryRenderer::PrimitiveType primitiveType, int numVertices) {
+ int nPrimitives = 0;
+ switch (primitiveType) {
+ case QGeometryRenderer::Points:
+ case QGeometryRenderer::LineLoop: nPrimitives += numVertices; break;
+ case QGeometryRenderer::Triangles: nPrimitives += numVertices / 3; break;
+ case QGeometryRenderer::Lines: nPrimitives += numVertices / 2; break;
+ case QGeometryRenderer::TriangleFan:
+ case QGeometryRenderer::TriangleStrip:
+ case QGeometryRenderer::LineStrip: nPrimitives += numVertices - 1; break;
+ case QGeometryRenderer::TrianglesAdjacency: nPrimitives += numVertices / 6; break;
+ case QGeometryRenderer::TriangleStripAdjacency:
+ case QGeometryRenderer::LineStripAdjacency: nPrimitives += numVertices / 2 - 1; break;
+ case QGeometryRenderer::LinesAdjacency: nPrimitives += numVertices / 4; break;
+ case QGeometryRenderer::Patches: nPrimitives += 1;
+ }
+ return nPrimitives;
+ }
+
+ const char *primitiveTypeName(Qt3DRender::QGeometryRenderer::PrimitiveType primitiveType) {
+ switch (primitiveType) {
+ case QGeometryRenderer::Points: return "Points";
+ case QGeometryRenderer::LineLoop: return "LineLoop";
+ case QGeometryRenderer::Triangles: return "Triangles";
+ case QGeometryRenderer::TrianglesAdjacency: return "TriangleAdjacency";
+ case QGeometryRenderer::TriangleFan: return "TriangleFan";
+ case QGeometryRenderer::TriangleStrip: return "TriangleStrip";
+ case QGeometryRenderer::TriangleStripAdjacency: return "TriangleStringAdjacency";
+ case QGeometryRenderer::LineStrip: return "LineStrip";
+ case QGeometryRenderer::LineStripAdjacency: return "LineStripAdjacency";
+ case QGeometryRenderer::Lines: return "Lines";
+ case QGeometryRenderer::LinesAdjacency: return "LinesAdjacency";
+ case QGeometryRenderer::Patches: return "Patches";
+ }
+ return "";
+ }
+}
+
+ImGuiRenderer::ImGuiRenderer(Qt3DRender::Render::OpenGL::Renderer *renderer)
+ : m_renderer(renderer)
+{
+ ImGui::CreateContext();
+
+ ImGuiIO &io = ImGui::GetIO();
+ for (ImGuiKey key : keyMap.values())
+ io.KeyMap[key] = key;
+
+#ifndef QT_NO_CLIPBOARD
+ io.SetClipboardTextFn = [](void *user_data, const char *text) {
+ Q_UNUSED(user_data)
+ QGuiApplication::clipboard()->setText(QString::fromLatin1(text));
+ };
+ io.GetClipboardTextFn = [](void *user_data) {
+ Q_UNUSED(user_data)
+ g_currentClipboardText = QGuiApplication::clipboard()->text().toUtf8();
+ return static_cast<const char *>(g_currentClipboardText.data());
+ };
+#endif
+
+ std::fill(std::begin(m_fpsLog), std::end(m_fpsLog), 0.f);
+ std::fill(std::begin(m_jobsLog), std::end(m_jobsLog), 0.f);
+ m_fpsRange.first = m_fpsRange.second = 0.f;
+ m_jobsRange.first = m_jobsRange.second = 0.f;
+}
+
+void ImGuiRenderer::renderDebugOverlay(const QVector<RenderView *> &renderViews, const RenderView *renderView, int jobsInLastFrame)
+{
+ if (!newFrame(renderView))
+ return;
+
+ const int renderViewsCount = renderViews.size();
+
+ int logIndex = qMin(IMGUI_PERF_LOG_SIZE - 1, ImGui::GetFrameCount());
+ if (logIndex == IMGUI_PERF_LOG_SIZE - 1) {
+ std::rotate(std::begin(m_fpsLog), std::begin(m_fpsLog) + 1, std::end(m_fpsLog));
+ std::rotate(std::begin(m_jobsLog), std::begin(m_jobsLog) + 1, std::end(m_jobsLog));
+ }
+ m_fpsLog[logIndex] = ImGui::GetIO().Framerate;
+ m_fpsRange.first = m_fpsRange.second = 0.f;
+ for (float v: m_fpsLog) {
+ m_fpsRange.first = qMin(m_fpsRange.first, qMax(v - 5.f, 0.f));
+ m_fpsRange.second = qMax(m_fpsRange.second, v + 2.f);
+ }
+ m_jobsLog[logIndex] = jobsInLastFrame;
+ m_jobsRange.first = m_jobsRange.second = 0.f;
+ for (float v: m_jobsLog) {
+ m_jobsRange.first = qMin(m_jobsRange.first, qMax(v - 5.f, 0.f));
+ m_jobsRange.second = qMax(m_jobsRange.second, v + 2.f);
+ }
+
+ {
+ bool pj = m_renderer->services()->systemInformation()->isTraceEnabled();
+ bool pg = m_renderer->services()->systemInformation()->isGraphicsTraceEnabled();
+
+ ImGui::Begin("Qt3D Profiling");
+ char caption[50];
+ sprintf(caption, "Avg %.3f ms/frame (%.1f FPS)", static_cast<double>(1000.0f / ImGui::GetIO().Framerate), static_cast<double>(ImGui::GetIO().Framerate));
+ ImGui::PlotLines("FPS", m_fpsLog, logIndex + 1, 0, caption, m_fpsRange.first, m_fpsRange.second, ImVec2(0, 80));
+ ImGui::PlotHistogram("Jobs", m_jobsLog, logIndex + 1, 0, nullptr, m_jobsRange.first, m_jobsRange.second, ImVec2(0, 80));
+ ImGui::Text("Profiling: ");
+ ImGui::SameLine();
+ if (ImGui::Checkbox("Jobs", &pj))
+ QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "setTraceEnabled", Qt::QueuedConnection, Q_ARG(bool, pj));
+ ImGui::SameLine();
+ if (ImGui::Checkbox("GL", &pg))
+ QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "setGraphicsTraceEnabled", Qt::QueuedConnection, Q_ARG(bool, pg));
+ ImGui::SameLine();
+ if (ImGui::Button("Reveal"))
+ QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "revealLogFolder", Qt::QueuedConnection);
+
+ int nCommands = 0;
+ int nVertices = 0;
+ int nPrimitives = 0;
+ QSet<HGeometryRenderer> inUseGeometries;
+ QSet<Qt3DCore::QNodeId> inUseTextures;
+ for (int j=0; j<renderViewsCount; j++) {
+ const auto &commands = renderViews.at(j)->commands();
+ nCommands += commands.size();
+ for (int k=0; k<commands.size(); k++) {
+ const RenderCommand &command = commands.at(k);
+ if (command.m_type != RenderCommand::Draw)
+ continue;
+ nVertices += command.m_primitiveCount;
+ nPrimitives += vertexToPrimitiveCount(command.m_primitiveType, command.m_primitiveCount);
+ inUseGeometries.insert(command.m_geometryRenderer);
+ const auto &textures = command.m_parameterPack.textures();
+ for (const auto &ns: textures)
+ inUseTextures.insert(ns.nodeId);
+ }
+ }
+
+ auto columnNumber = [](int i) {
+ if (i == 0)
+ ImGui::Text("--");
+ else
+ ImGui::Text(" %d", i);
+ ImGui::NextColumn();
+ };
+ auto column2Numbers = [](int i, int of) {
+ if (of == 0)
+ ImGui::Text("--");
+ else
+ ImGui::Text(" %d of %d", i, of);
+ ImGui::NextColumn();
+ };
+
+ ImGui::Columns(5);
+ ImGui::Separator();
+ for (auto s: {"Jobs", "RV", "Cmds", "Verts", "Prims"}) {
+ ImGui::Text("#%s", s);
+ ImGui::NextColumn();
+ }
+ for (auto s: {jobsInLastFrame, renderViewsCount, nCommands, nVertices, nPrimitives})
+ columnNumber(s);
+
+ ImGui::Columns(3);
+ ImGui::Separator();
+ for (auto s: {"Entities", "Geometries", "Textures"}) {
+ ImGui::Text("#%s", s);
+ ImGui::NextColumn();
+ }
+ columnNumber(m_renderer->nodeManagers()->renderNodesManager()->count());
+ column2Numbers(inUseGeometries.size(), m_renderer->nodeManagers()->geometryRendererManager()->count());
+ column2Numbers(inUseTextures.size(), m_renderer->nodeManagers()->textureManager()->count());
+
+ ImGui::Columns(1);
+ ImGui::Separator();
+
+ ImGui::AlignTextToFramePadding();
+ ImGui::Text("Show:");
+ ImGui::SameLine();
+ if (ImGui::Button("GL Info"))
+ m_showGLInfoWindow = !m_showGLInfoWindow;
+ ImGui::SameLine();
+ if (ImGui::Button("Render Views"))
+ m_showRenderDetailsWindow = !m_showRenderDetailsWindow;
+
+ ImGui::AlignTextToFramePadding();
+ ImGui::Text("Dump:");
+ ImGui::SameLine();
+ if (ImGui::Button("SceneGraph##1"))
+ QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
+ Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render scenegraph")));
+ ImGui::SameLine();
+ if (ImGui::Button("FrameGraph##1"))
+ QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
+ Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render framegraph")));
+ ImGui::SameLine();
+ if (ImGui::Button("FrameGraph Paths##1"))
+ QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
+ Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render framepaths")));
+
+ ImGui::End();
+
+ if (m_showGLInfoWindow)
+ showGLInfo();
+ if (m_showRenderDetailsWindow)
+ showRenderDetails(renderViews);
+ }
+
+ ImGui::Render();
+ renderDrawList(ImGui::GetDrawData());
+}
+
+void ImGuiRenderer::setCapabilities(const QString &capabilities)
+{
+ m_capabilities = capabilities.toLatin1();
+}
+
+void ImGuiRenderer::showGLInfo()
+{
+ ImGui::Begin("Open GL Details", &m_showGLInfoWindow);
+ ImGui::Text("%s", m_capabilities.data());
+ ImGui::End();
+}
+
+void ImGuiRenderer::showRenderDetails(const QVector<RenderView *> &renderViews)
+{
+ ImGui::Begin("Render Views", &m_showRenderDetailsWindow);
+
+ int i = 1;
+ for (const RenderView *view: renderViews) {
+ QString label(QLatin1String("View ") + QString::number(i++));
+ if (ImGui::TreeNode(label.toLatin1().data())) {
+ ImGui::Text("Viewport: (%.1f, %.1f, %.1f, %.1f)", view->viewport().x(), view->viewport().y(),
+ view->viewport().width(), view->viewport().height());
+ ImGui::Text("Surface Size: (%d, %d)", view->surfaceSize().width(), view->surfaceSize().height());
+ ImGui::Text("Pixel Ratio: %.1f", view->devicePixelRatio());
+ ImGui::Text("No Draw: %s", view->noDraw() ? "TRUE" : "FALSE");
+ ImGui::Text("Frustum Culling: %s", view->frustumCulling() ? "TRUE" : "FALSE");
+ ImGui::Text("Compute: %s", view->isCompute() ? "TRUE" : "FALSE");
+ ImGui::Text("Clear Depth Value: %f", static_cast<double>(view->clearDepthValue()));
+ ImGui::Text("Clear Stencil Value: %d", view->clearStencilValue());
+ int j = 1;
+ const auto commands = view->commands();
+ for (const RenderCommand &command: commands) {
+ QString label(QLatin1String("Command ") + QString::number(j++));
+ if (ImGui::TreeNode(label.toLatin1().data())) {
+ ImGui::Text("Primitive Type: %s %s", primitiveTypeName(command.m_primitiveType),
+ command.m_drawIndexed ? "(indexed)" : "");
+ ImGui::Text("# Vertices: %d", command.m_primitiveCount);
+ ImGui::Text("# Primitives: %d", vertexToPrimitiveCount(command.m_primitiveType, command.m_primitiveCount));
+ ImGui::Text("# Instances: %d", command.m_instanceCount);
+ ImGui::TreePop();
+ }
+ }
+ ImGui::TreePop();
+ ImGui::Separator();
+ }
+ }
+
+ if (ImGui::Button("Dump"))
+ QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand",
+ Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render rendercommands")));
+ ImGui::End();
+}
+
+void ImGuiRenderer::renderDrawList(ImDrawData *draw_data)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ ImGuiIO& io = ImGui::GetIO();
+ int fb_width = int(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+ int fb_height = int(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+ draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+ // Backup GL state
+ GLint last_active_texture; m_funcs->glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
+ m_funcs->glActiveTexture(GL_TEXTURE0);
+ GLint last_program; m_funcs->glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ GLint last_texture; m_funcs->glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ GLint last_array_buffer; m_funcs->glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+ GLint last_element_array_buffer; m_funcs->glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
+ GLint last_vertex_array; m_funcs->glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+ GLint last_blend_src_rgb; m_funcs->glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
+ GLint last_blend_dst_rgb; m_funcs->glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
+ GLint last_blend_src_alpha; m_funcs->glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
+ GLint last_blend_dst_alpha; m_funcs->glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
+ GLint last_blend_equation_rgb; m_funcs->glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
+ GLint last_blend_equation_alpha; m_funcs->glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
+ GLint last_viewport[4]; m_funcs->glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; m_funcs->glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLboolean last_enable_blend = m_funcs->glIsEnabled(GL_BLEND);
+ GLboolean last_enable_cull_face = m_funcs->glIsEnabled(GL_CULL_FACE);
+ GLboolean last_enable_depth_test = m_funcs->glIsEnabled(GL_DEPTH_TEST);
+ GLboolean last_enable_scissor_test = m_funcs->glIsEnabled(GL_SCISSOR_TEST);
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ m_funcs->glEnable(GL_BLEND);
+ m_funcs->glBlendEquation(GL_FUNC_ADD);
+ m_funcs->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ m_funcs->glDisable(GL_CULL_FACE);
+ m_funcs->glDisable(GL_DEPTH_TEST);
+ m_funcs->glEnable(GL_SCISSOR_TEST);
+
+ // Setup viewport, orthographic projection matrix
+ m_funcs->glViewport(0, 0, static_cast<GLsizei>(fb_width), static_cast<GLsizei>(fb_height));
+ const float ortho_projection[4][4] = {
+ { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ {-1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ m_funcs->glUseProgram(m_shaderHandle);
+ m_funcs->glUniform1i(m_attribLocationTex, 0);
+ m_funcs->glUniformMatrix4fv(m_attribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+ m_funcs->glBindVertexArray(m_vaoHandle);
+
+ for (int n = 0; n < draw_data->CmdListsCount; n++) {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawIdx* idx_buffer_offset = nullptr;
+
+ m_funcs->glBindBuffer(GL_ARRAY_BUFFER, m_vboHandle);
+ m_funcs->glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(cmd_list->VtxBuffer.Size) * sizeof(ImDrawVert), static_cast<const GLvoid*>(cmd_list->VtxBuffer.Data), GL_STREAM_DRAW);
+
+ m_funcs->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elementsHandle);
+ m_funcs->glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(cmd_list->IdxBuffer.Size) * sizeof(ImDrawIdx), static_cast<const GLvoid*>(cmd_list->IdxBuffer.Data), GL_STREAM_DRAW);
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback) {
+ pcmd->UserCallback(cmd_list, pcmd);
+ } else {
+ m_funcs->glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+ m_funcs->glScissor(static_cast<int>(pcmd->ClipRect.x), static_cast<int>(fb_height - pcmd->ClipRect.w),
+ static_cast<int>(pcmd->ClipRect.z - pcmd->ClipRect.x), static_cast<int>(pcmd->ClipRect.w - pcmd->ClipRect.y));
+ m_funcs->glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(pcmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+ }
+ idx_buffer_offset += pcmd->ElemCount;
+ }
+ }
+
+ // Restore modified GL state
+ m_funcs->glUseProgram(last_program);
+ m_funcs->glBindTexture(GL_TEXTURE_2D, last_texture);
+ m_funcs->glActiveTexture(last_active_texture);
+ m_funcs->glBindVertexArray(last_vertex_array);
+ m_funcs->glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ m_funcs->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
+ m_funcs->glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+ m_funcs->glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
+ if (last_enable_blend)
+ m_funcs->glEnable(GL_BLEND); else m_funcs->glDisable(GL_BLEND);
+ if (last_enable_cull_face)
+ m_funcs->glEnable(GL_CULL_FACE); else m_funcs->glDisable(GL_CULL_FACE);
+ if (last_enable_depth_test)
+ m_funcs->glEnable(GL_DEPTH_TEST); else m_funcs->glDisable(GL_DEPTH_TEST);
+ if (last_enable_scissor_test)
+ m_funcs->glEnable(GL_SCISSOR_TEST); else m_funcs->glDisable(GL_SCISSOR_TEST);
+ m_funcs->glViewport(last_viewport[0], last_viewport[1], static_cast<GLsizei>(last_viewport[2]), static_cast<GLsizei>(last_viewport[3]));
+ m_funcs->glScissor(last_scissor_box[0], last_scissor_box[1], static_cast<GLsizei>(last_scissor_box[2]), static_cast<GLsizei>(last_scissor_box[3]));
+}
+
+bool ImGuiRenderer::createFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+ // Upload texture to graphics system
+ GLint last_texture;
+ m_funcs->glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ m_funcs->glGenTextures(1, &m_fontTexture);
+ m_funcs->glBindTexture(GL_TEXTURE_2D, m_fontTexture);
+ m_funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ m_funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ m_funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // Store our identifier
+ io.Fonts->TexID = (void *)(intptr_t)m_fontTexture;
+
+ // Restore state
+ m_funcs->glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ return true;
+}
+
+bool ImGuiRenderer::createDeviceObjects()
+{
+ auto *glContext = m_renderer->submissionContext()->openGLContext();
+ if (glContext->format().majorVersion() < 3) {
+ qWarning() << "Qt3D Profiling overlay requires GL or GL ES >= 3";
+ return false;
+ }
+
+ // Backup GL state
+ GLint last_texture, last_array_buffer, last_vertex_array;
+ m_funcs->glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ m_funcs->glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+ m_funcs->glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ProjMtx;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Color;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar *vertex_shader_es3 =
+ "#version 110\n"
+ "uniform mat4 ProjMtx;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Color;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_es3 =
+ "#version 110\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
+ "}\n";
+
+// m_shaderHandle = m_funcs->glCreateProgram();
+// m_vertHandle = m_funcs->glCreateShader(GL_VERTEX_SHADER);
+// m_fragHandle = m_funcs->glCreateShader(GL_FRAGMENT_SHADER);
+// auto *glContext = m_renderer->submissionContext()->openGLContext();
+// m_funcs->glShaderSource(m_vertHandle, 1, &vertex_shader, nullptr);
+// m_funcs->glShaderSource(m_fragHandle, 1, &fragment_shader, nullptr);
+// m_funcs->glCompileShader(m_vertHandle);
+// m_funcs->glCompileShader(m_fragHandle);
+// m_funcs->glAttachShader(m_shaderHandle, m_vertHandle);
+// m_funcs->glAttachShader(m_shaderHandle, m_fragHandle);
+// m_funcs->glLinkProgram(m_shaderHandle);
+
+ QString logs;
+ m_shader = new QOpenGLShaderProgram(this);
+ if (glContext->isOpenGLES()) {
+ if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader_es3))
+ logs += m_shader->log();
+ if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader_es3))
+ logs += m_shader->log();
+ } else {
+ if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader))
+ logs += m_shader->log();
+ if (!m_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader))
+ logs += m_shader->log();
+ }
+ m_shader->link();
+ logs += m_shader->log();
+ if (!logs.isEmpty())
+ qWarning() << logs;
+ m_shaderHandle = m_shader->programId();
+
+ m_attribLocationTex = m_funcs->glGetUniformLocation(m_shaderHandle, "Texture");
+ m_attribLocationProjMtx = m_funcs->glGetUniformLocation(m_shaderHandle, "ProjMtx");
+ m_attribLocationPosition = m_funcs->glGetAttribLocation(m_shaderHandle, "Position");
+ m_attribLocationUV = m_funcs->glGetAttribLocation(m_shaderHandle, "UV");
+ m_attribLocationColor = m_funcs->glGetAttribLocation(m_shaderHandle, "Color");
+
+ m_funcs->glGenBuffers(1, &m_vboHandle);
+ m_funcs->glGenBuffers(1, &m_elementsHandle);
+
+ m_funcs->glGenVertexArrays(1, &m_vaoHandle);
+ m_funcs->glBindVertexArray(m_vaoHandle);
+ m_funcs->glBindBuffer(GL_ARRAY_BUFFER, m_vboHandle);
+ m_funcs->glEnableVertexAttribArray(m_attribLocationPosition);
+ m_funcs->glEnableVertexAttribArray(m_attribLocationUV);
+ m_funcs->glEnableVertexAttribArray(m_attribLocationColor);
+
+#define OFFSETOF(TYPE, ELEMENT) (reinterpret_cast<size_t>(&((static_cast<TYPE *>(nullptr))->ELEMENT)))
+ m_funcs->glVertexAttribPointer(m_attribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast<GLvoid*>(OFFSETOF(ImDrawVert, pos)));
+ m_funcs->glVertexAttribPointer(m_attribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast<GLvoid*>(OFFSETOF(ImDrawVert, uv)));
+ m_funcs->glVertexAttribPointer(m_attribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), reinterpret_cast<GLvoid*>(OFFSETOF(ImDrawVert, col)));
+#undef OFFSETOF
+
+ createFontsTexture();
+
+ // Restore modified GL state
+ m_funcs->glBindTexture(GL_TEXTURE_2D, last_texture);
+ m_funcs->glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ m_funcs->glBindVertexArray(last_vertex_array);
+
+ return true;
+}
+
+bool ImGuiRenderer::newFrame(const RenderView *renderView)
+{
+ if (!m_funcs)
+ m_funcs = m_renderer->submissionContext()->openGLContext()->extraFunctions();
+ if (!m_fontTexture)
+ createDeviceObjects();
+ if (!m_shader)
+ return false;
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ io.DisplaySize = ImVec2(renderView->surfaceSize().width() / renderView->devicePixelRatio(), renderView->surfaceSize().height() / renderView->devicePixelRatio());
+ io.DisplayFramebufferScale = ImVec2(renderView->devicePixelRatio(), renderView->devicePixelRatio());
+
+ // Setup time step
+ double current_time = QDateTime::currentMSecsSinceEpoch() / 1000.;
+ io.DeltaTime = m_time > 0.0 ? static_cast<float>(current_time - m_time) : 1.0f / 60.0f;
+ if (io.DeltaTime == 0.f)
+ io.DeltaTime = 1.0f / 60.0f;
+ m_time = current_time;
+
+ // Setup inputs
+ for (int i = 0; i < 3; i++)
+ io.MouseDown[i] = m_mousePressed[i];
+
+ io.MouseWheelH = m_mouseWheelH;
+ io.MouseWheel = m_mouseWheel;
+ m_mouseWheelH = 0;
+ m_mouseWheel = 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+ return true;
+}
+
+void ImGuiRenderer::onMouseChange(QMouseEvent *event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MousePos = ImVec2(event->pos().x(), event->pos().y());
+ m_mousePressed[0] = event->buttons() & Qt::LeftButton;
+ m_mousePressed[1] = event->buttons() & Qt::RightButton;
+ m_mousePressed[2] = event->buttons() & Qt::MiddleButton;
+}
+
+void ImGuiRenderer::onWheel(QWheelEvent *event)
+{
+ // 5 lines per unit
+ m_mouseWheelH += event->pixelDelta().x() / (ImGui::GetTextLineHeight());
+ m_mouseWheel += event->pixelDelta().y() / (5.f * ImGui::GetTextLineHeight());
+}
+
+void ImGuiRenderer::onKeyPressRelease(QKeyEvent *event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (keyMap.contains(event->key()))
+ io.KeysDown[keyMap[event->key()]] = event->type() == QEvent::KeyPress;
+
+ if (event->type() == QEvent::KeyPress) {
+ QString text = event->text();
+ if (text.size() == 1)
+ io.AddInputCharacter(static_cast<ImWchar>(text.at(0).unicode()));
+ }
+
+#ifdef Q_OS_DARWIN
+ io.KeyCtrl = event->modifiers() & Qt::MetaModifier;
+ io.KeyShift = event->modifiers() & Qt::ShiftModifier;
+ io.KeyAlt = event->modifiers() & Qt::AltModifier;
+ io.KeySuper = event->modifiers() & Qt::ControlModifier; // Command key
+#else
+ io.KeyCtrl = event->modifiers() & Qt::ControlModifier;
+ io.KeyShift = event->modifiers() & Qt::ShiftModifier;
+ io.KeyAlt = event->modifiers() & Qt::AltModifier;
+ io.KeySuper = event->modifiers() & Qt::MetaModifier;
+#endif
+}
+
+void ImGuiRenderer::processEvent(QEvent *event)
+{
+ switch (event->type()) {
+ case QEvent::MouseMove:
+ case QEvent::MouseButtonPress:
+ case QEvent::MouseButtonRelease:
+ this->onMouseChange(static_cast<QMouseEvent *>(event));
+ break;
+ case QEvent::Wheel:
+ this->onWheel(static_cast<QWheelEvent *>(event));
+ break;
+ case QEvent::KeyPress:
+ case QEvent::KeyRelease:
+ this->onKeyPressRelease(static_cast<QKeyEvent *>(event));
+ break;
+ default:
+ break;
+ }
+}
+
+QT_END_NAMESPACE