// Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only /* * Based on https://github.com/seanchas116/qtimgui/ * * MIT License https://github.com/seanchas116/qtimgui/blob/master/LICENSE * */ #include "imguirenderer_p.h" #include #include #include #include #include #include #include #include #include #include #include #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 namespace Qt3DRR = Qt3DRender::Render; namespace Qt3DRRD = Qt3DRR::Debug; namespace { const QHash 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 Qt3DRender::QGeometryRenderer::Points: case Qt3DRender::QGeometryRenderer::LineLoop: nPrimitives += numVertices; break; case Qt3DRender::QGeometryRenderer::Triangles: nPrimitives += numVertices / 3; break; case Qt3DRender::QGeometryRenderer::Lines: nPrimitives += numVertices / 2; break; case Qt3DRender::QGeometryRenderer::TriangleFan: case Qt3DRender::QGeometryRenderer::TriangleStrip: case Qt3DRender::QGeometryRenderer::LineStrip: nPrimitives += numVertices - 1; break; case Qt3DRender::QGeometryRenderer::TrianglesAdjacency: nPrimitives += numVertices / 6; break; case Qt3DRender::QGeometryRenderer::TriangleStripAdjacency: case Qt3DRender::QGeometryRenderer::LineStripAdjacency: nPrimitives += numVertices / 2 - 1; break; case Qt3DRender::QGeometryRenderer::LinesAdjacency: nPrimitives += numVertices / 4; break; case Qt3DRender::QGeometryRenderer::Patches: nPrimitives += 1; } return nPrimitives; } const char *primitiveTypeName(Qt3DRender::QGeometryRenderer::PrimitiveType primitiveType) { switch (primitiveType) { case Qt3DRender::QGeometryRenderer::Points: return "Points"; case Qt3DRender::QGeometryRenderer::LineLoop: return "LineLoop"; case Qt3DRender::QGeometryRenderer::Triangles: return "Triangles"; case Qt3DRender::QGeometryRenderer::TrianglesAdjacency: return "TriangleAdjacency"; case Qt3DRender::QGeometryRenderer::TriangleFan: return "TriangleFan"; case Qt3DRender::QGeometryRenderer::TriangleStrip: return "TriangleStrip"; case Qt3DRender::QGeometryRenderer::TriangleStripAdjacency: return "TriangleStringAdjacency"; case Qt3DRender::QGeometryRenderer::LineStrip: return "LineStrip"; case Qt3DRender::QGeometryRenderer::LineStripAdjacency: return "LineStripAdjacency"; case Qt3DRender::QGeometryRenderer::Lines: return "Lines"; case Qt3DRender::QGeometryRenderer::LinesAdjacency: return "LinesAdjacency"; case Qt3DRender::QGeometryRenderer::Patches: return "Patches"; } return ""; } } Qt3DRRD::ImGuiRenderer::ImGuiRenderer(Qt3DRR::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(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; } Qt3DRRD::ImGuiRenderer::~ImGuiRenderer() = default; void Qt3DRRD::ImGuiRenderer::renderDebugOverlay(const std::vector &renderViews, const Qt3DRR::OpenGL::RenderView *renderView, int jobsInLastFrame) { if (!newFrame(renderView)) return; const int renderViewsCount = int(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); } { ImGui::Begin("Qt3D Profiling"); char caption[50]; snprintf(caption, sizeof(caption), "Avg %.3f ms/frame (%.1f FPS)", static_cast(1000.0f / ImGui::GetIO().Framerate), static_cast(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)); int nCommands = 0; int nVertices = 0; int nPrimitives = 0; QSet inUseGeometries; QSet inUseTextures; for (int j=0; jcommandCount(); rv->forEachCommand([&](const Qt3DRR::OpenGL::RenderCommand &command) { if (command.m_type != Qt3DRR::OpenGL::RenderCommand::Draw) return; 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(); bool pj = m_renderer->services()->systemInformation()->isTraceEnabled(); ImGui::AlignTextToFramePadding(); 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::Button("Reveal")) QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "revealLogFolder", Qt::QueuedConnection); 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("Render Views##1")) QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand", Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render framepaths"))); ImGui::AlignTextToFramePadding(); ImGui::Text(" "); ImGui::SameLine(); if (ImGui::Button("Filter State##1")) QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand", Qt::QueuedConnection, Q_ARG(QString, QLatin1String("render filterstates"))); ImGui::SameLine(); if (ImGui::Button("JobsGraph##1")) QMetaObject::invokeMethod(m_renderer->services()->systemInformation(), "dumpCommand", Qt::QueuedConnection, Q_ARG(QString, QLatin1String("dump jobs"))); ImGui::End(); if (m_showGLInfoWindow) showGLInfo(); if (m_showRenderDetailsWindow) showRenderDetails(renderViews); } ImGui::Render(); renderDrawList(ImGui::GetDrawData()); } void Qt3DRRD::ImGuiRenderer::setCapabilities(const QString &capabilities) { m_capabilities = capabilities.toLatin1(); } void Qt3DRRD::ImGuiRenderer::showGLInfo() { ImGui::Begin("Open GL Details", &m_showGLInfoWindow); ImGui::Text("%s", m_capabilities.data()); ImGui::End(); } void Qt3DRRD::ImGuiRenderer::showRenderDetails(const std::vector &renderViews) { ImGui::Begin("Render Views", &m_showRenderDetailsWindow); int i = 1; for (const Qt3DRR::OpenGL::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(view->clearDepthValue())); ImGui::Text("Clear Stencil Value: %d", view->clearStencilValue()); int j = 1; view->forEachCommand([&](const Qt3DRR::OpenGL::RenderCommand &command) { GeometryRenderer *rGeometryRenderer = m_renderer->nodeManagers()->data(command.m_geometryRenderer); QString label = QString(QLatin1String("Command %1 {%2}")).arg(QString::number(j++), QString::number(rGeometryRenderer->peerId().id())); 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 Qt3DRRD::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(fb_width), static_cast(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(cmd_list->VtxBuffer.Size) * sizeof(ImDrawVert), static_cast(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(cmd_list->IdxBuffer.Size) * sizeof(ImDrawIdx), static_cast(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(pcmd->ClipRect.x), static_cast(fb_height - pcmd->ClipRect.w), static_cast(pcmd->ClipRect.z - pcmd->ClipRect.x), static_cast(pcmd->ClipRect.w - pcmd->ClipRect.y)); m_funcs->glDrawElements(GL_TRIANGLES, static_cast(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(last_viewport[2]), static_cast(last_viewport[3])); m_funcs->glScissor(last_scissor_box[0], last_scissor_box[1], static_cast(last_scissor_box[2]), static_cast(last_scissor_box[3])); } bool Qt3DRRD::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 Qt3DRRD::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 300 es\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 300 es\n" "precision highp float;\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"; 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(&((static_cast(nullptr))->ELEMENT))) m_funcs->glVertexAttribPointer(m_attribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast(OFFSETOF(ImDrawVert, pos))); m_funcs->glVertexAttribPointer(m_attribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast(OFFSETOF(ImDrawVert, uv))); m_funcs->glVertexAttribPointer(m_attribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), reinterpret_cast(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 Qt3DRRD::ImGuiRenderer::newFrame(const Qt3DRR::OpenGL::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(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 Qt3DRRD::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 Qt3DRRD::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 Qt3DRRD::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(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 Qt3DRRD::ImGuiRenderer::processEvent(QEvent *event) { switch (event->type()) { case QEvent::MouseMove: case QEvent::MouseButtonPress: case QEvent::MouseButtonRelease: this->onMouseChange(static_cast(event)); break; case QEvent::Wheel: this->onWheel(static_cast(event)); break; case QEvent::KeyPress: case QEvent::KeyRelease: this->onKeyPressRelease(static_cast(event)); break; default: break; } } QT_END_NAMESPACE