#include "imgui.h"
#include "imgui_impl_thin3d.h"
#include <cstdio>
#include "Common/System/Display.h"
#include "Common/Math/lin/matrix4x4.h"
static Lin::Matrix4x4 g_drawMatrix;
static ImFont *g_proportionalFont = nullptr;
static ImFont *g_fixedFont = nullptr;
enum class RegisteredTextureType {
Framebuffer,
Texture,
NativeTexture,
};
struct RegisteredTexture {
RegisteredTextureType type;
union {
void *nativeTexture;
Draw::Texture *texture;
struct {
Draw::Framebuffer *framebuffer;
Draw::Aspect aspect;
};
};
ImGuiPipeline pipeline;
};
struct BackendData {
Draw::SamplerState *fontSampler = nullptr;
Draw::Texture *fontImage = nullptr;
Draw::Pipeline *pipelines[2]{};
std::vector<RegisteredTexture> tempTextures;
};
#define TEX_ID_OFFSET 256
static BackendData *ImGui_ImplThin3d_GetBackendData() {
return ImGui::GetCurrentContext() ? (BackendData *)ImGui::GetIO().BackendRendererUserData : nullptr;
}
void ImGui_ImplThin3d_RenderDrawData(ImDrawData* draw_data, Draw::DrawContext *draw) {
if (!draw_data) {
return;
}
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0) {
return;
}
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
draw->BindSamplerStates(0, 1, &bd->fontSampler);
Draw::Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float)fb_width;
viewport.Height = (float)fb_height;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
draw->SetViewport(viewport);
Lin::Matrix4x4 mtx = ComputeOrthoMatrix(draw_data->DisplaySize.x, draw_data->DisplaySize.y, draw->GetDeviceCaps().coordConvention);
Draw::VsTexColUB ub{};
memcpy(ub.WorldViewProj, mtx.getReadPtr(), sizeof(Lin::Matrix4x4));
ub.saturation = 1.0f;
ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale;
_assert_(sizeof(ImDrawIdx) == 2);
ImTextureID prevTexId = (ImTextureID)-1;
std::vector<Draw::ClippedDraw> draws;
Draw::Texture *boundTexture = nullptr;
Draw::Framebuffer *boundFBAsTexture = nullptr;
void *boundNativeTexture = nullptr;
Draw::Pipeline *boundPipeline = bd->pipelines[0];
Draw::SamplerState *boundSampler = bd->fontSampler;
Draw::Aspect boundAspect = Draw::Aspect::COLOR_BIT;
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
draws.clear();
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
_dbg_assert_(pcmd->UserCallback == nullptr);
if (!pcmd->TextureId) {
boundTexture = bd->fontImage;
boundNativeTexture = nullptr;
boundFBAsTexture = nullptr;
boundPipeline = bd->pipelines[0];
boundSampler = bd->fontSampler;
} else {
size_t index = (size_t)pcmd->TextureId - TEX_ID_OFFSET;
if (index >= bd->tempTextures.size()) {
WARN_LOG(Log::System, "Missing temp texture %d (out of %d)", (int)index, (int)bd->tempTextures.size());
continue;
}
_dbg_assert_(index < bd->tempTextures.size());
switch (bd->tempTextures[index].type) {
case RegisteredTextureType::Framebuffer:
boundFBAsTexture = bd->tempTextures[index].framebuffer;
boundTexture = nullptr;
boundNativeTexture = nullptr;
boundAspect = bd->tempTextures[index].aspect;
break;
case RegisteredTextureType::Texture:
boundTexture = bd->tempTextures[index].texture;
boundFBAsTexture = nullptr;
boundNativeTexture = nullptr;
boundAspect = Draw::Aspect::COLOR_BIT;
break;
case RegisteredTextureType::NativeTexture:
boundTexture = nullptr;
boundFBAsTexture = nullptr;
boundNativeTexture = bd->tempTextures[index].nativeTexture;
boundAspect = Draw::Aspect::COLOR_BIT;
break;
}
boundPipeline = bd->pipelines[(int)bd->tempTextures[index].pipeline];
boundSampler = bd->fontSampler;
}
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
Draw::ClippedDraw clippedDraw;
clippedDraw.pipeline = boundPipeline;
clippedDraw.bindTexture = boundTexture;
clippedDraw.bindFramebufferAsTex = boundFBAsTexture;
clippedDraw.bindNativeTexture = boundNativeTexture;
clippedDraw.samplerState = boundSampler;
clippedDraw.aspect = boundAspect;
clippedDraw.clipx = clip_min.x;
clippedDraw.clipy = clip_min.y;
clippedDraw.clipw = clip_max.x - clip_min.x;
clippedDraw.cliph = clip_max.y - clip_min.y;
clippedDraw.indexCount = pcmd->ElemCount;
clippedDraw.indexOffset = pcmd->IdxOffset;
draws.push_back(clippedDraw);
}
draw->DrawIndexedClippedBatchUP(cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.size(), cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.size(), draws, &ub, sizeof(ub));
}
draw->SetScissorRect(0, 0, fb_width, fb_height);
bd->tempTextures.clear();
}
bool ImGui_ImplThin3d_CreateDeviceObjects(Draw::DrawContext *draw) {
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
if (!bd->fontSampler) {
Draw::SamplerStateDesc desc{};
desc.magFilter = Draw::TextureFilter::LINEAR;
desc.minFilter = Draw::TextureFilter::LINEAR;
desc.mipFilter = Draw::TextureFilter::NEAREST;
desc.wrapU = Draw::TextureAddressMode::REPEAT;
desc.wrapV = Draw::TextureAddressMode::REPEAT;
desc.wrapW = Draw::TextureAddressMode::REPEAT;
desc.maxAniso = 1.0f;
bd->fontSampler = draw->CreateSamplerState(desc);
}
if (!bd->pipelines[0]) {
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
using namespace Draw;
static const Draw::InputLayoutDesc ilDesc = {
sizeof(ImDrawVert),
{
{ SEM_POSITION, DataFormat::R32G32_FLOAT, offsetof(ImDrawVert, pos) },
{ SEM_TEXCOORD0, DataFormat::R32G32_FLOAT, offsetof(ImDrawVert, uv) },
{ SEM_COLOR0, DataFormat::R8G8B8A8_UNORM, offsetof(ImDrawVert, col) },
},
};
InputLayout *inputLayout = draw->CreateInputLayout(ilDesc);
BlendState *blend = draw->CreateBlendState({ true, 0xF,
BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendOp::ADD,
BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendOp::ADD,
});
BlendState *blendOpaque = draw->CreateBlendState({ false, 0xF });
DepthStencilStateDesc dsDesc{};
DepthStencilState *depthStencil = draw->CreateDepthStencilState(dsDesc);
RasterState *rasterNoCull = draw->CreateRasterState({});
ShaderModule *vs_texture_color_2d = draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D);
ShaderModule *fs_texture_color_2d = draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D);
PipelineDesc pipelineDesc{
Primitive::TRIANGLE_LIST,
{ vs_texture_color_2d, fs_texture_color_2d },
inputLayout,
depthStencil,
blend,
rasterNoCull,
&vsTexColBufDesc
};
bd->pipelines[0] = draw->CreateGraphicsPipeline(pipelineDesc, "imgui-pipeline");
pipelineDesc.blend = blendOpaque;
bd->pipelines[1] = draw->CreateGraphicsPipeline(pipelineDesc, "imgui-pipeline-opaque");
inputLayout->Release();
blend->Release();
blendOpaque->Release();
depthStencil->Release();
rasterNoCull->Release();
}
if (!bd->fontImage) {
ImGuiIO& io = ImGui::GetIO();
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
size_t upload_size = width * height * 4 * sizeof(char);
Draw::TextureDesc desc{};
desc.width = width;
desc.height = height;
desc.mipLevels = 1;
desc.format = Draw::DataFormat::R8G8B8A8_UNORM;
desc.type = Draw::TextureType::LINEAR2D;
desc.swizzle = Draw::TextureSwizzle::DEFAULT;
desc.depth = 1;
desc.tag = "imgui-font";
desc.initData.push_back((const uint8_t *)pixels);
bd->fontImage = draw->CreateTexture(desc);
io.Fonts->SetTexID(0);
}
return true;
}
void ImGui_ImplThin3d_DestroyDeviceObjects() {
ImGuiIO& io = ImGui::GetIO();
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
if (bd->fontImage) {
bd->fontImage->Release();
bd->fontImage = nullptr;
io.Fonts->SetTexID(0);
}
for (int i = 0; i < ARRAY_SIZE(bd->pipelines); i++) {
if (bd->pipelines[i]) {
bd->pipelines[i]->Release();
bd->pipelines[i] = nullptr;
}
}
if (bd->fontSampler) {
bd->fontSampler->Release();
bd->fontSampler = nullptr;
}
}
bool ImGui_ImplThin3d_Init(Draw::DrawContext *draw,
const uint8_t *ttf_font_proportional, size_t proportional_size,
const uint8_t *ttf_font_fixed, size_t fixed_size) {
ImGuiIO& io = ImGui::GetIO();
g_proportionalFont = nullptr;
if (ttf_font_proportional) {
g_proportionalFont = io.Fonts->AddFontFromMemoryTTF((void *)ttf_font_proportional, (int)proportional_size, 21.0f / g_display.dpi_scale_x, nullptr, io.Fonts->GetGlyphRangesDefault());
}
if (ttf_font_fixed) {
g_fixedFont = io.Fonts->AddFontFromMemoryTTF((void *)ttf_font_fixed, (int)fixed_size, 20.0f / g_display.dpi_scale_x, nullptr, io.Fonts->GetGlyphRangesDefault());
} else {
g_fixedFont = io.Fonts->AddFontDefault();
}
if (!g_proportionalFont) {
g_proportionalFont = g_fixedFont;
}
ImGui::GetStyle().ScaleAllSizes(1.0f / g_display.dpi_scale_x);
ImGui::GetStyle().Colors[ImGuiCol_Border] = ImColor(IM_COL32(0x2A, 0x2F, 0x3B, 0xFF));
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
BackendData* bd = IM_NEW(BackendData)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_thin3d";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;
ImGui_ImplThin3d_CreateDeviceObjects(draw);
return true;
}
void ImGui_PushFixedFont() {
ImGui::PushFont(g_fixedFont);
}
void ImGui_PopFont() {
ImGui::PopFont();
}
ImFont *ImGui_GetFixedFont() {
return g_fixedFont;
}
void ImGui_ImplThin3d_Shutdown() {
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplThin3d_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplThin3d_NewFrame(Draw::DrawContext *draw, Lin::Matrix4x4 drawMatrix) {
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplThin3d_Init()?");
ImGui_ImplThin3d_CreateDeviceObjects(draw);
g_drawMatrix = drawMatrix;
}
ImTextureID ImGui_ImplThin3d_AddNativeTextureTemp(void *texture, ImGuiPipeline pipeline) {
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
RegisteredTexture tex{ RegisteredTextureType::NativeTexture};
tex.nativeTexture = texture;
tex.pipeline = pipeline;
bd->tempTextures.push_back(tex);
return (ImTextureID)(uint64_t)(TEX_ID_OFFSET + bd->tempTextures.size() - 1);
}
ImTextureID ImGui_ImplThin3d_AddTextureTemp(Draw::Texture *texture, ImGuiPipeline pipeline) {
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
RegisteredTexture tex{ RegisteredTextureType::Texture };
tex.texture = texture;
tex.pipeline = pipeline;
bd->tempTextures.push_back(tex);
return (ImTextureID)(uint64_t)(TEX_ID_OFFSET + bd->tempTextures.size() - 1);
}
ImTextureID ImGui_ImplThin3d_AddFBAsTextureTemp(Draw::Framebuffer *framebuffer, Draw::Aspect aspect, ImGuiPipeline pipeline) {
BackendData* bd = ImGui_ImplThin3d_GetBackendData();
RegisteredTexture tex{ RegisteredTextureType::Framebuffer };
tex.framebuffer = framebuffer;
tex.aspect = aspect;
tex.pipeline = pipeline;
bd->tempTextures.push_back(tex);
return (ImTextureID)(uint64_t)(TEX_ID_OFFSET + bd->tempTextures.size() - 1);
}