103 lines
4.1 KiB
C++
103 lines
4.1 KiB
C++
/*
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* Copyright (C) 2015 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef FILAGUI_IMGUIHELPER_H_
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#define FILAGUI_IMGUIHELPER_H_
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#include <vector>
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#include <functional>
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#include <filament/Engine.h>
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#include <filament/IndexBuffer.h>
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#include <filament/Material.h>
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#include <filament/MaterialInstance.h>
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#include <filament/Texture.h>
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#include <filament/TextureSampler.h>
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#include <filament/VertexBuffer.h>
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#include <filament/View.h>
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#include <utils/Entity.h>
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#include <utils/Path.h>
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struct ImDrawData;
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struct ImGuiIO;
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struct ImGuiContext;
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namespace filagui {
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// Translates ImGui's draw commands into Filament primitives, textures, vertex buffers, etc.
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// Creates a UI-specific Scene object and populates it with a Renderable. Does not handle
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// event processing; clients can simply call ImGui::GetIO() directly and set the mouse state.
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class UTILS_PUBLIC ImGuiHelper {
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public:
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// Using std::function instead of a vanilla C callback to make it easy for clients to pass in
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// lambdas that have captures.
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using Callback = std::function<void(filament::Engine*, filament::View*)>;
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// The constructor creates its own Scene and places it in the given View.
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ImGuiHelper(filament::Engine* engine, filament::View* view, const utils::Path& fontPath,
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ImGuiContext* imGuiContext = nullptr);
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~ImGuiHelper();
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// Informs ImGui of the current display size, as well as a scaling factor when scissoring.
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void setDisplaySize(int width, int height, float scaleX = 1.0f,
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float scaleY = 1.0f, bool flipVertical = false);
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// High-level utility method that takes a callback for creating all ImGui windows and widgets.
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// Clients are responsible for rendering the View. This should be called on every frame,
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// regardless of whether the Renderer wants to skip or not.
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void render(float timeStepInSeconds, Callback imguiCommands);
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// Low-level alternative to render() that consumes an ImGui command list and translates it into
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// various Filament calls. This includes updating the vertex buffer, setting up material
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// instances, and rebuilding the Renderable component that encompasses the entire UI. Since this
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// makes Filament calls, it must be called from the main thread.
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void processImGuiCommands(ImDrawData* commands, const ImGuiIO& io);
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// Helper method called after resolving fontPath; public so fonts can be added by caller.
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void createAtlasTexture(filament::Engine* engine);
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// Returns the client-owned view, useful for drawing 2D overlays.
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filament::View* getView() const { return mView; }
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private:
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void createBuffers(int numRequiredBuffers);
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void populateVertexData(size_t bufferIndex, size_t vbSizeInBytes, void* vbData,
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size_t ibSizeInBytes, void* ibData);
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void createVertexBuffer(size_t bufferIndex, size_t capacity);
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void createIndexBuffer(size_t bufferIndex, size_t capacity);
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void syncThreads();
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filament::Engine* mEngine;
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filament::View* mView; // The view is owned by the client.
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filament::Scene* mScene;
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filament::Material* mMaterial = nullptr;
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filament::Camera* mCamera = nullptr;
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std::vector<filament::VertexBuffer*> mVertexBuffers;
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std::vector<filament::IndexBuffer*> mIndexBuffers;
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std::vector<filament::MaterialInstance*> mMaterialInstances;
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utils::Entity mRenderable;
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utils::Entity mCameraEntity;
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filament::Texture* mTexture = nullptr;
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bool mHasSynced = false;
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ImGuiContext* mImGuiContext;
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filament::TextureSampler mSampler;
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bool mFlipVertical = false;
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};
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} // namespace filagui
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#endif /* FILAGUI_IMGUIHELPER_H_ */
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