import * as ImGui from "../imgui"; let clipboard_text: string = ""; let canvas: HTMLCanvasElement | null = null; export let gl: WebGLRenderingContext | null = null; let g_ShaderHandle: WebGLProgram | null = null; let g_VertHandle: WebGLShader | null = null; let g_FragHandle: WebGLShader | null = null; let g_AttribLocationTex: WebGLUniformLocation | null = null; let g_AttribLocationProjMtx: WebGLUniformLocation | null = null; let g_AttribLocationPosition: GLint = -1; let g_AttribLocationUV: GLint = -1; let g_AttribLocationColor: GLint = -1; let g_VboHandle: WebGLBuffer | null = null; let g_ElementsHandle: WebGLBuffer | null = null; let g_FontTexture: WebGLTexture | null = null; export let ctx: CanvasRenderingContext2D | null = null; let prev_time: number = 0; function document_on_copy(event: ClipboardEvent): void { if (event.clipboardData) { event.clipboardData.setData("text/plain", clipboard_text); } // console.log(`${event.type}: "${clipboard_text}"`); event.preventDefault(); } function document_on_cut(event: ClipboardEvent): void { if (event.clipboardData) { event.clipboardData.setData("text/plain", clipboard_text); } // console.log(`${event.type}: "${clipboard_text}"`); event.preventDefault(); } function document_on_paste(event: ClipboardEvent): void { if (event.clipboardData) { clipboard_text = event.clipboardData.getData("text/plain"); } // console.log(`${event.type}: "${clipboard_text}"`); event.preventDefault(); } function window_on_resize(): void { if (canvas !== null) { const devicePixelRatio: number = window.devicePixelRatio || 1; canvas.width = canvas.scrollWidth * devicePixelRatio; canvas.height = canvas.scrollHeight * devicePixelRatio; } } function window_on_gamepadconnected(event: any /* GamepadEvent */): void { console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", event.gamepad.index, event.gamepad.id, event.gamepad.buttons.length, event.gamepad.axes.length); } function window_on_gamepaddisconnected(event: any /* GamepadEvent */): void { console.log("Gamepad disconnected at index %d: %s.", event.gamepad.index, event.gamepad.id); } function canvas_on_blur(event: FocusEvent): void { const io = ImGui.GetIO(); io.KeyCtrl = false; io.KeyShift = false; io.KeyAlt = false; io.KeySuper = false; for (let i = 0; i < io.KeysDown.length; ++i) { io.KeysDown[i] = false; } for (let i = 0; i < io.MouseDown.length; ++i) { io.MouseDown[i] = false; } } function canvas_on_keydown(event: KeyboardEvent): void { // console.log(event.type, event.key, event.keyCode); const io = ImGui.GetIO(); io.KeyCtrl = event.ctrlKey; io.KeyShift = event.shiftKey; io.KeyAlt = event.altKey; io.KeySuper = event.metaKey; ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[event.keyCode] = true; // forward to the keypress event if (/*io.WantCaptureKeyboard ||*/ event.key === "Tab") { event.preventDefault(); } } function canvas_on_keyup(event: KeyboardEvent): void { // console.log(event.type, event.key, event.keyCode); const io = ImGui.GetIO(); io.KeyCtrl = event.ctrlKey; io.KeyShift = event.shiftKey; io.KeyAlt = event.altKey; io.KeySuper = event.metaKey; ImGui.IM_ASSERT(event.keyCode >= 0 && event.keyCode < ImGui.IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[event.keyCode] = false; if (io.WantCaptureKeyboard) { event.preventDefault(); } } function canvas_on_keypress(event: KeyboardEvent): void { // console.log(event.type, event.key, event.keyCode); const io = ImGui.GetIO(); io.AddInputCharacter(event.charCode); if (io.WantCaptureKeyboard) { event.preventDefault(); } } function canvas_on_pointermove(event: PointerEvent): void { const io = ImGui.GetIO(); io.MousePos.x = event.offsetX; io.MousePos.y = event.offsetY; if (io.WantCaptureMouse) { event.preventDefault(); } } // MouseEvent.button // A number representing a given button: // 0: Main button pressed, usually the left button or the un-initialized state // 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) // 2: Secondary button pressed, usually the right button // 3: Fourth button, typically the Browser Back button // 4: Fifth button, typically the Browser Forward button const mouse_button_map: number[] = [ 0, 2, 1, 3, 4 ]; function canvas_on_pointerdown(event: PointerEvent): void { const io = ImGui.GetIO(); io.MousePos.x = event.offsetX; io.MousePos.y = event.offsetY; io.MouseDown[mouse_button_map[event.button]] = true; // if (io.WantCaptureMouse) { // event.preventDefault(); // } } function canvas_on_contextmenu(event: Event): void { const io = ImGui.GetIO(); if (io.WantCaptureMouse) { event.preventDefault(); } } function canvas_on_pointerup(event: PointerEvent): void { const io = ImGui.GetIO(); io.MouseDown[mouse_button_map[event.button]] = false; if (io.WantCaptureMouse) { event.preventDefault(); } } function canvas_on_wheel(event: WheelEvent): void { const io = ImGui.GetIO(); let scale: number = 1.0; switch (event.deltaMode) { case event.DOM_DELTA_PIXEL: scale = 0.01; break; case event.DOM_DELTA_LINE: scale = 0.2; break; case event.DOM_DELTA_PAGE: scale = 1.0; break; } io.MouseWheelH = event.deltaX * scale; io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. if (io.WantCaptureMouse) { event.preventDefault(); } } export function Init(value: HTMLCanvasElement | WebGLRenderingContext | CanvasRenderingContext2D | null): void { const io = ImGui.GetIO(); if (typeof(window) !== "undefined") { ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); } if (typeof(navigator) !== "undefined") { io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; } if (typeof(document) !== "undefined") { document.body.addEventListener("copy", document_on_copy); document.body.addEventListener("cut", document_on_cut); document.body.addEventListener("paste", document_on_paste); } io.SetClipboardTextFn = (user_data: any, text: string): void => { clipboard_text = text; // console.log(`set clipboard_text: "${clipboard_text}"`); if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { // console.log(`clipboard.writeText: "${clipboard_text}"`); (navigator as any).clipboard.writeText(clipboard_text).then((): void => { // console.log(`clipboard.writeText: "${clipboard_text}" done.`); }); } }; io.GetClipboardTextFn = (user_data: any): string => { // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { // console.log(`clipboard.readText: "${clipboard_text}"`); // (navigator as any).clipboard.readText().then((text: string): void => { // clipboard_text = text; // console.log(`clipboard.readText: "${clipboard_text}" done.`); // }); // } // console.log(`get clipboard_text: "${clipboard_text}"`); return clipboard_text; }; io.ClipboardUserData = null; if (typeof(window) !== "undefined") { window.addEventListener("resize", window_on_resize); window.addEventListener("gamepadconnected", window_on_gamepadconnected); window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); } if (typeof(window) !== "undefined") { if (value instanceof(HTMLCanvasElement)) { value = value.getContext("webgl", { alpha: false }) || value.getContext("2d"); } if (value instanceof(WebGLRenderingContext)) { canvas = value.canvas; gl = value; } if (value instanceof(CanvasRenderingContext2D)) { canvas = value.canvas; ctx = value; } } if (canvas !== null) { window_on_resize(); canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. canvas.addEventListener("blur", canvas_on_blur); canvas.addEventListener("keydown", canvas_on_keydown); canvas.addEventListener("keyup", canvas_on_keyup); canvas.addEventListener("keypress", canvas_on_keypress); canvas.addEventListener("pointermove", canvas_on_pointermove); canvas.addEventListener("pointerdown", canvas_on_pointerdown); canvas.addEventListener("contextmenu", canvas_on_contextmenu); canvas.addEventListener("pointerup", canvas_on_pointerup); canvas.addEventListener("wheel", canvas_on_wheel); } // Setup back-end capabilities flags io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGui.Key.Tab] = 9; io.KeyMap[ImGui.Key.LeftArrow] = 37; io.KeyMap[ImGui.Key.RightArrow] = 39; io.KeyMap[ImGui.Key.UpArrow] = 38; io.KeyMap[ImGui.Key.DownArrow] = 40; io.KeyMap[ImGui.Key.PageUp] = 33; io.KeyMap[ImGui.Key.PageDown] = 34; io.KeyMap[ImGui.Key.Home] = 36; io.KeyMap[ImGui.Key.End] = 35; io.KeyMap[ImGui.Key.Insert] = 45; io.KeyMap[ImGui.Key.Delete] = 46; io.KeyMap[ImGui.Key.Backspace] = 8; io.KeyMap[ImGui.Key.Space] = 32; io.KeyMap[ImGui.Key.Enter] = 13; io.KeyMap[ImGui.Key.Escape] = 27; io.KeyMap[ImGui.Key.A] = 65; io.KeyMap[ImGui.Key.C] = 67; io.KeyMap[ImGui.Key.V] = 86; io.KeyMap[ImGui.Key.X] = 88; io.KeyMap[ImGui.Key.Y] = 89; io.KeyMap[ImGui.Key.Z] = 90; CreateDeviceObjects(); } export function Shutdown(): void { DestroyDeviceObjects(); if (canvas !== null) { canvas.removeEventListener("blur", canvas_on_blur); canvas.removeEventListener("keydown", canvas_on_keydown); canvas.removeEventListener("keyup", canvas_on_keyup); canvas.removeEventListener("keypress", canvas_on_keypress); canvas.removeEventListener("pointermove", canvas_on_pointermove); canvas.removeEventListener("pointerdown", canvas_on_pointerdown); canvas.removeEventListener("contextmenu", canvas_on_contextmenu); canvas.removeEventListener("pointerup", canvas_on_pointerup); canvas.removeEventListener("wheel", canvas_on_wheel); } gl = null; ctx = null; canvas = null; if (typeof(window) !== "undefined") { window.removeEventListener("resize", window_on_resize); window.removeEventListener("gamepadconnected", window_on_gamepadconnected); window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); } if (typeof(document) !== "undefined") { document.body.removeEventListener("copy", document_on_copy); document.body.removeEventListener("cut", document_on_cut); document.body.removeEventListener("paste", document_on_paste); } } export function NewFrame(time: number): void { const io = ImGui.GetIO(); if (io.WantSaveIniSettings) { io.WantSaveIniSettings = false; if (typeof(window) !== "undefined") { window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); } } const w: number = canvas && canvas.width || 640; const h: number = canvas && canvas.height || 480; const display_w: number = gl && gl.drawingBufferWidth || w; const display_h: number = gl && gl.drawingBufferHeight || h; io.DisplaySize.x = w; io.DisplaySize.y = h; io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; const dt: number = time - prev_time; prev_time = time; io.DeltaTime = dt / 1000; if (io.WantSetMousePos) { console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); } if (typeof(document) !== "undefined") { if (io.MouseDrawCursor) { document.body.style.cursor = "none"; } else { switch (ImGui.GetMouseCursor()) { case ImGui.MouseCursor.None: document.body.style.cursor = "none"; break; default: case ImGui.MouseCursor.Arrow: document.body.style.cursor = "default"; break; case ImGui.MouseCursor.TextInput: document.body.style.cursor = "text"; break; // When hovering over InputText, etc. case ImGui.MouseCursor.ResizeAll: document.body.style.cursor = "move"; break; // Unused case ImGui.MouseCursor.ResizeNS: document.body.style.cursor = "ns-resize"; break; // When hovering over an horizontal border case ImGui.MouseCursor.ResizeEW: document.body.style.cursor = "ew-resize"; break; // When hovering over a vertical border or a column case ImGui.MouseCursor.ResizeNESW: document.body.style.cursor = "nesw-resize"; break; // When hovering over the bottom-left corner of a window case ImGui.MouseCursor.ResizeNWSE: document.body.style.cursor = "nwse-resize"; break; // When hovering over the bottom-right corner of a window case ImGui.MouseCursor.Hand: document.body.style.cursor = "move"; break; } } } // Gamepad navigation mapping [BETA] for (let i = 0; i < io.NavInputs.length; ++i) { io.NavInputs[i] = 0.0; } if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { // Update gamepad inputs const gamepads: (Gamepad | null)[] = (typeof(navigator) !== "undefined" && typeof(navigator.getGamepads) === "function") ? navigator.getGamepads() : []; for (let i = 0; i < gamepads.length; ++i) { const gamepad: Gamepad | null = gamepads[i]; if (!gamepad) { continue; } const buttons_count: number = gamepad.buttons.length; const axes_count: number = gamepad.axes.length; function MAP_BUTTON(NAV_NO: number, BUTTON_NO: number): void { if (!gamepad) { return; } if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) io.NavInputs[NAV_NO] = 1.0; } function MAP_ANALOG(NAV_NO: number, AXIS_NO: number, V0: number, V1: number): void { if (!gamepad) { return; } let v: number = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0) v = 1.0; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } // TODO: map input based on vendor and product id // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id const match: RegExpMatchArray | null = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); const match_chrome: RegExpMatchArray | null = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); const vendor: string = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; const product: string = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; switch (vendor + product) { case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); break; case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); break; case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); break; default: // standard gamepad: https://w3c.github.io/gamepad/#remapping MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); break; } } } } export function RenderDrawData(draw_data: ImGui.ImDrawData | null = ImGui.GetDrawData()): void { const io = ImGui.GetIO(); if (draw_data === null) { throw new Error(); } gl || ctx || console.log(draw_data); // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) const fb_width: number = io.DisplaySize.x * io.DisplayFramebufferScale.x; const fb_height: number = io.DisplaySize.y * io.DisplayFramebufferScale.y; if (fb_width === 0 || fb_height === 0) { return; } draw_data.ScaleClipRects(io.DisplayFramebufferScale); // Backup GL state const last_active_texture: GLenum | null = gl && gl.getParameter(gl.ACTIVE_TEXTURE) || null; const last_program: WebGLProgram | null = gl && gl.getParameter(gl.CURRENT_PROGRAM) || null; const last_texture: WebGLTexture | null = gl && gl.getParameter(gl.TEXTURE_BINDING_2D) || null; const last_array_buffer: WebGLBuffer | null = gl && gl.getParameter(gl.ARRAY_BUFFER_BINDING) || null; const last_element_array_buffer: WebGLBuffer | null = gl && gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); const last_viewport: Int32Array | null = gl && gl.getParameter(gl.VIEWPORT) || null; const last_scissor_box: Int32Array | null = gl && gl.getParameter(gl.SCISSOR_BOX) || null; const last_blend_src_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_SRC_RGB) || null; const last_blend_dst_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_DST_RGB) || null; const last_blend_src_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_SRC_ALPHA) || null; const last_blend_dst_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_DST_ALPHA) || null; const last_blend_equation_rgb: GLenum | null = gl && gl.getParameter(gl.BLEND_EQUATION_RGB) || null; const last_blend_equation_alpha: GLenum | null = gl && gl.getParameter(gl.BLEND_EQUATION_ALPHA) || null; const last_enable_blend: GLboolean | null = gl && gl.getParameter(gl.BLEND) || null; const last_enable_cull_face: GLboolean | null = gl && gl.getParameter(gl.CULL_FACE) || null; const last_enable_depth_test: GLboolean | null = gl && gl.getParameter(gl.DEPTH_TEST) || null; const last_enable_scissor_test: GLboolean | null = gl && gl.getParameter(gl.SCISSOR_TEST) || null; // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill gl && gl.enable(gl.BLEND); gl && gl.blendEquation(gl.FUNC_ADD); gl && gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl && gl.disable(gl.CULL_FACE); gl && gl.disable(gl.DEPTH_TEST); gl && gl.enable(gl.SCISSOR_TEST); // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. gl && gl.viewport(0, 0, fb_width, fb_height); const L: number = draw_data.DisplayPos.x; const R: number = draw_data.DisplayPos.x + draw_data.DisplaySize.x; const T: number = draw_data.DisplayPos.y; const B: number = draw_data.DisplayPos.y + draw_data.DisplaySize.y; const ortho_projection: Float32Array = new Float32Array([ 2.0 / (R - L), 0.0, 0.0, 0.0, 0.0, 2.0 / (T - B), 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, ]); gl && gl.useProgram(g_ShaderHandle); gl && gl.uniform1i(g_AttribLocationTex, 0); gl && g_AttribLocationProjMtx && gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); // Render command lists gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); gl && gl.enableVertexAttribArray(g_AttribLocationPosition); gl && gl.enableVertexAttribArray(g_AttribLocationUV); gl && gl.enableVertexAttribArray(g_AttribLocationColor); gl && gl.vertexAttribPointer(g_AttribLocationPosition, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertPosOffset); gl && gl.vertexAttribPointer(g_AttribLocationUV, 2, gl.FLOAT, false, ImGui.ImDrawVertSize, ImGui.ImDrawVertUVOffset); gl && gl.vertexAttribPointer(g_AttribLocationColor, 4, gl.UNSIGNED_BYTE, true, ImGui.ImDrawVertSize, ImGui.ImDrawVertColOffset); // Draw const pos = draw_data.DisplayPos; const idx_buffer_type: GLenum = gl && ((ImGui.ImDrawIdxSize === 4) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT) || 0; draw_data.IterateDrawLists((draw_list: ImGui.ImDrawList): void => { gl || ctx || console.log(draw_list); gl || ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); gl || ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); let idx_buffer_offset: number = 0; gl && gl.bindBuffer(gl.ARRAY_BUFFER, g_VboHandle); gl && gl.bufferData(gl.ARRAY_BUFFER, draw_list.VtxBuffer, gl.STREAM_DRAW); gl && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); gl && gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, gl.STREAM_DRAW); draw_list.IterateDrawCmds((draw_cmd: ImGui.ImDrawCmd): void => { gl || ctx || console.log(draw_cmd); gl || ctx || console.log("ElemCount", draw_cmd.ElemCount); gl || ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); gl || ctx || console.log("TextureId", draw_cmd.TextureId); if (!gl && !ctx) { console.log("i: pos.x pos.y uv.x uv.y col"); for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { const view: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.ImDrawVertSize); console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); } } if (draw_cmd.UserCallback !== null) { // User callback (registered via ImDrawList::AddCallback) draw_cmd.UserCallback(draw_list, draw_cmd); } else { const clip_rect = new ImGui.ImVec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { // Apply scissor/clipping rectangle gl && gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); // Bind texture, Draw gl && gl.activeTexture(gl.TEXTURE0); gl && gl.bindTexture(gl.TEXTURE_2D, draw_cmd.TextureId); gl && gl.drawElements(gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); if (ctx) { ctx.save(); ctx.beginPath(); ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); ctx.clip(); const idx = ImGui.ImDrawIdxSize === 4 ? new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); for (let i = 0; i < draw_cmd.ElemCount; i += 3) { const i0: number = idx[i + 0]; const i1: number = idx[i + 1]; const i2: number = idx[i + 2]; const v0: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.ImDrawVertSize); const v1: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.ImDrawVertSize); const v2: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.ImDrawVertSize); const i3: number = idx[i + 3]; const i4: number = idx[i + 4]; const i5: number = idx[i + 5]; const v3: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.ImDrawVertSize); const v4: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.ImDrawVertSize); const v5: ImGui.ImDrawVert = new ImGui.ImDrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.ImDrawVertSize); let quad = true; let minmin: ImGui.ImDrawVert = v0; let minmax: ImGui.ImDrawVert = v0; let maxmin: ImGui.ImDrawVert = v0; let maxmax: ImGui.ImDrawVert = v0; for (const v of [ v1, v2, v3, v4, v5 ]) { let found = false; if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { minmin = v; found = true; } if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { minmax = v; found = true; } if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { maxmin = v; found = true; } if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { maxmax = v; found = true; } if (!found) { quad = false; } } quad = quad && (minmin.pos[0] === minmax.pos[0]); quad = quad && (maxmin.pos[0] === maxmax.pos[0]); quad = quad && (minmin.pos[1] === maxmin.pos[1]); quad = quad && (minmax.pos[1] === maxmax.pos[1]); if (quad) { if (minmin.uv[0] < 0.01 && minmin.uv[1] < 0.01) { // one vertex color ctx.beginPath(); ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; ctx.fill(); } else { // no vertex color const image = draw_cmd.TextureId as HTMLCanvasElement; ctx.drawImage(image, minmin.uv[0] * image.width, minmin.uv[1] * image.height, (maxmax.uv[0] - minmin.uv[0]) * image.width, (maxmax.uv[1] - minmin.uv[1]) * image.height, minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); // ctx.beginPath(); // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); // ctx.strokeStyle = "yellow"; // ctx.stroke(); } i += 3; } else { // one vertex color, no texture ctx.beginPath(); ctx.moveTo(v0.pos[0], v0.pos[1]); ctx.lineTo(v1.pos[0], v1.pos[1]); ctx.lineTo(v2.pos[0], v2.pos[1]); ctx.closePath(); ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; ctx.fill(); } } ctx.restore(); } } } idx_buffer_offset += draw_cmd.ElemCount * ImGui.ImDrawIdxSize; }); }); // Restore modified GL state gl && (last_program !== null) && gl.useProgram(last_program); gl && (last_texture !== null) && gl.bindTexture(gl.TEXTURE_2D, last_texture); gl && (last_active_texture !== null) && gl.activeTexture(last_active_texture); gl && gl.disableVertexAttribArray(g_AttribLocationPosition); gl && gl.disableVertexAttribArray(g_AttribLocationUV); gl && gl.disableVertexAttribArray(g_AttribLocationColor); gl && (last_array_buffer !== null) && gl.bindBuffer(gl.ARRAY_BUFFER, last_array_buffer); gl && (last_element_array_buffer !== null) && gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); gl && (last_enable_blend ? gl.enable(gl.BLEND) : gl.disable(gl.BLEND)); gl && (last_enable_cull_face ? gl.enable(gl.CULL_FACE) : gl.disable(gl.CULL_FACE)); gl && (last_enable_depth_test ? gl.enable(gl.DEPTH_TEST) : gl.disable(gl.DEPTH_TEST)); gl && (last_enable_scissor_test ? gl.enable(gl.SCISSOR_TEST) : gl.disable(gl.SCISSOR_TEST)); // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); gl && (last_viewport !== null) && gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); gl && (last_scissor_box !== null) && gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); } export function CreateFontsTexture(): void { const io = ImGui.GetIO(); // Backup GL state const last_texture: WebGLTexture | null = gl && gl.getParameter(gl.TEXTURE_BINDING_2D); // Build texture atlas // const width: number = 256; // const height: number = 256; // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // 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. // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); // Upload texture to graphics system g_FontTexture = gl && gl.createTexture(); gl && gl.bindTexture(gl.TEXTURE_2D, g_FontTexture); gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl && gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 gl && gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts.TexID = g_FontTexture || { foo: "bar" }; // console.log("font texture id", g_FontTexture); if (ctx) { const image_canvas: HTMLCanvasElement = document.createElement("canvas"); image_canvas.width = width; image_canvas.height = height; const image_ctx = image_canvas.getContext("2d"); if (image_ctx === null) { throw new Error(); } const image_data = image_ctx.getImageData(0, 0, width, height); image_data.data.set(pixels); image_ctx.putImageData(image_data, 0, 0); io.Fonts.TexID = image_canvas; } // Restore modified GL state gl && last_texture && gl.bindTexture(gl.TEXTURE_2D, last_texture); } export function DestroyFontsTexture(): void { const io = ImGui.GetIO(); io.Fonts.TexID = null; gl && gl.deleteTexture(g_FontTexture); g_FontTexture = null; } export function CreateDeviceObjects(): void { const vertex_shader: string[] = [ "uniform mat4 ProjMtx;", "attribute vec2 Position;", "attribute vec2 UV;", "attribute vec4 Color;", "varying vec2 Frag_UV;", "varying vec4 Frag_Color;", "void main() {", " Frag_UV = UV;", " Frag_Color = Color;", " gl_Position = ProjMtx * vec4(Position.xy,0,1);", "}", ]; const fragment_shader: string[] = [ "precision mediump float;", // WebGL requires precision specifiers "uniform sampler2D Texture;", "varying vec2 Frag_UV;", "varying vec4 Frag_Color;", "void main() {", " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", "}", ]; g_ShaderHandle = gl && gl.createProgram(); g_VertHandle = gl && gl.createShader(gl.VERTEX_SHADER); g_FragHandle = gl && gl.createShader(gl.FRAGMENT_SHADER); gl && gl.shaderSource(g_VertHandle as WebGLShader, vertex_shader.join("\n")); gl && gl.shaderSource(g_FragHandle as WebGLShader, fragment_shader.join("\n")); gl && gl.compileShader(g_VertHandle as WebGLShader); gl && gl.compileShader(g_FragHandle as WebGLShader); gl && gl.attachShader(g_ShaderHandle as WebGLProgram, g_VertHandle as WebGLShader); gl && gl.attachShader(g_ShaderHandle as WebGLProgram, g_FragHandle as WebGLShader); gl && gl.linkProgram(g_ShaderHandle as WebGLProgram); g_AttribLocationTex = gl && gl.getUniformLocation(g_ShaderHandle as WebGLProgram, "Texture"); g_AttribLocationProjMtx = gl && gl.getUniformLocation(g_ShaderHandle as WebGLProgram, "ProjMtx"); g_AttribLocationPosition = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "Position") || 0; g_AttribLocationUV = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "UV") || 0; g_AttribLocationColor = gl && gl.getAttribLocation(g_ShaderHandle as WebGLProgram, "Color") || 0; g_VboHandle = gl && gl.createBuffer(); g_ElementsHandle = gl && gl.createBuffer(); CreateFontsTexture(); } export function DestroyDeviceObjects(): void { DestroyFontsTexture(); gl && gl.deleteBuffer(g_VboHandle); g_VboHandle = null; gl && gl.deleteBuffer(g_ElementsHandle); g_ElementsHandle = null; g_AttribLocationTex = null; g_AttribLocationProjMtx = null; g_AttribLocationPosition = -1; g_AttribLocationUV = -1; g_AttribLocationColor = -1; gl && gl.deleteProgram(g_ShaderHandle); g_ShaderHandle = null; gl && gl.deleteShader(g_VertHandle); g_VertHandle = null; gl && gl.deleteShader(g_FragHandle); g_FragHandle = null; }