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filament/libs/filagui/src/ImGuiHelper.cpp
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Adrian PerezandPhilip Rideout e29bfc2c86 ImGuiHelper can construct with a context (#3753)
* ImGuiHelper supports client-provided context

this lets impress load >1 embedded  font into the font table

* ImGuiHelper supports client-provided context

this lets impress load >1 embedded  font into the font table

Co-authored-by: Philip Rideout <philiprideout@gmail.com>
2021-04-05 10:42:57 -07:00

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13 KiB
C++

/*
* Copyright (C) 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <filagui/ImGuiHelper.h>
#include <vector>
#include <unordered_map>
#include <imgui.h>
#include <filament/Camera.h>
#include <filament/Fence.h>
#include <filament/IndexBuffer.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <filament/TextureSampler.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <utils/EntityManager.h>
using namespace filament::math;
using namespace filament;
using namespace utils;
using MinFilter = TextureSampler::MinFilter;
using MagFilter = TextureSampler::MagFilter;
namespace filagui {
#include "generated/resources/filagui_resources.h"
ImGuiHelper::ImGuiHelper(Engine* engine, filament::View* view, const Path& fontPath,
ImGuiContext *imGuiContext)
: mEngine(engine), mView(view), mScene(engine->createScene()),
mImGuiContext(imGuiContext ? imGuiContext : ImGui::CreateContext()) {
ImGuiIO& io = ImGui::GetIO();
// Create a simple alpha-blended 2D blitting material.
mMaterial = Material::Builder()
.package(FILAGUI_RESOURCES_UIBLIT_DATA, FILAGUI_RESOURCES_UIBLIT_SIZE)
.build(*engine);
// If the given font path is invalid, ImGui will silently fall back to proggy, which is a
// tiny "pixel art" texture that is compiled into the library.
if (!fontPath.isEmpty()) {
io.Fonts->AddFontFromFileTTF(fontPath.c_str(), 16.0f);
}
createAtlasTexture(engine);
// For proggy, switch to NEAREST for pixel-perfect text.
if (fontPath.isEmpty() && !imGuiContext) {
TextureSampler sampler(MinFilter::NEAREST, MagFilter::NEAREST);
mMaterial->setDefaultParameter("albedo", mTexture, sampler);
}
utils::EntityManager& em = utils::EntityManager::get();
mCameraEntity = em.create();
mCamera = mEngine->createCamera(mCameraEntity);
view->setCamera(mCamera);
view->setPostProcessingEnabled(false);
view->setBlendMode(View::BlendMode::TRANSLUCENT);
view->setShadowingEnabled(false);
// Attach a scene for our one and only Renderable.
view->setScene(mScene);
mRenderable = em.create();
mScene->addEntity(mRenderable);
ImGui::StyleColorsDark();
}
void ImGuiHelper::createAtlasTexture(Engine* engine) {
engine->destroy(mTexture);
ImGuiIO& io = ImGui::GetIO();
// Create the grayscale texture that ImGui uses for its glyph atlas.
static unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
size_t size = (size_t) (width * height * 4);
Texture::PixelBufferDescriptor pb(
pixels, size,
Texture::Format::RGBA, Texture::Type::UBYTE);
mTexture = Texture::Builder()
.width((uint32_t) width)
.height((uint32_t) height)
.levels((uint8_t) 1)
.format(Texture::InternalFormat::RGBA8)
.sampler(Texture::Sampler::SAMPLER_2D)
.build(*engine);
mTexture->setImage(*engine, 0, std::move(pb));
TextureSampler sampler(MinFilter::LINEAR, MagFilter::LINEAR);
mMaterial->setDefaultParameter("albedo", mTexture, sampler);
}
ImGuiHelper::~ImGuiHelper() {
mEngine->destroy(mScene);
mEngine->destroy(mRenderable);
mEngine->destroyCameraComponent(mCameraEntity);
for (auto& mi : mMaterialInstances) {
mEngine->destroy(mi);
}
mEngine->destroy(mMaterial);
mEngine->destroy(mTexture);
for (auto& vb : mVertexBuffers) {
mEngine->destroy(vb);
}
for (auto& ib : mIndexBuffers) {
mEngine->destroy(ib);
}
EntityManager& em = utils::EntityManager::get();
em.destroy(mRenderable);
em.destroy(mCameraEntity);
ImGui::DestroyContext(mImGuiContext);
mImGuiContext = nullptr;
}
void ImGuiHelper::setDisplaySize(int width, int height, float scaleX, float scaleY) {
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(width, height);
io.DisplayFramebufferScale.x = scaleX;
io.DisplayFramebufferScale.y = scaleY;
mCamera->setProjection(Camera::Projection::ORTHO,
0.0, double(width),
double(height), 0.0,
0.0, 1.0);
}
void ImGuiHelper::render(float timeStepInSeconds, Callback imguiCommands) {
ImGui::SetCurrentContext(mImGuiContext);
ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = timeStepInSeconds;
// First, let ImGui process events and increment its internal frame count.
// This call will also update the io.WantCaptureMouse, io.WantCaptureKeyboard flag
// that tells us whether to dispatch inputs (or not) to the app.
ImGui::NewFrame();
// Allow the client app to create widgets.
imguiCommands(mEngine, mView);
// Let ImGui build up its draw data.
ImGui::Render();
// Finally, translate the draw data into Filament objects.
processImGuiCommands(ImGui::GetDrawData(), ImGui::GetIO());
}
void ImGuiHelper::processImGuiCommands(ImDrawData* commands, const ImGuiIO& io) {
ImGui::SetCurrentContext(mImGuiContext);
mHasSynced = false;
auto& rcm = mEngine->getRenderableManager();
// Avoid rendering when minimized and scale coordinates for retina displays.
int fbwidth = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fbheight = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if (fbwidth == 0 || fbheight == 0)
return;
commands->ScaleClipRects(io.DisplayFramebufferScale);
// Ensure that we have enough vertex buffers and index buffers.
createBuffers(commands->CmdListsCount);
// Count how many primitives we'll need, then create a Renderable builder.
size_t nPrims = 0;
std::unordered_map<uint64_t, filament::MaterialInstance*> scissorRects;
for (int cmdListIndex = 0; cmdListIndex < commands->CmdListsCount; cmdListIndex++) {
const ImDrawList* cmds = commands->CmdLists[cmdListIndex];
nPrims += cmds->CmdBuffer.size();
}
auto rbuilder = RenderableManager::Builder(nPrims);
rbuilder.boundingBox({{ 0, 0, 0 }, { 10000, 10000, 10000 }}).culling(false);
// Ensure that we have a material instance for each primitive.
size_t previousSize = mMaterialInstances.size();
if (nPrims > mMaterialInstances.size()) {
mMaterialInstances.resize(nPrims);
for (size_t i = previousSize; i < mMaterialInstances.size(); i++) {
mMaterialInstances[i] = mMaterial->createInstance();
}
}
// Recreate the Renderable component and point it to the vertex buffers.
rcm.destroy(mRenderable);
int bufferIndex = 0;
int primIndex = 0;
for (int cmdListIndex = 0; cmdListIndex < commands->CmdListsCount; cmdListIndex++) {
const ImDrawList* cmds = commands->CmdLists[cmdListIndex];
size_t indexOffset = 0;
populateVertexData(bufferIndex,
cmds->VtxBuffer.Size * sizeof(ImDrawVert), cmds->VtxBuffer.Data,
cmds->IdxBuffer.Size * sizeof(ImDrawIdx), cmds->IdxBuffer.Data);
for (const auto& pcmd : cmds->CmdBuffer) {
if (pcmd.UserCallback) {
pcmd.UserCallback(cmds, &pcmd);
} else {
MaterialInstance* materialInstance = mMaterialInstances[primIndex];
materialInstance->setScissor( pcmd.ClipRect.x, fbheight - pcmd.ClipRect.w,
(uint16_t) (pcmd.ClipRect.z - pcmd.ClipRect.x),
(uint16_t) (pcmd.ClipRect.w - pcmd.ClipRect.y));
if (pcmd.TextureId) {
TextureSampler sampler(MinFilter::LINEAR, MagFilter::LINEAR);
materialInstance->setParameter("albedo", (Texture const*)pcmd.TextureId, sampler);
}
rbuilder
.geometry(primIndex, RenderableManager::PrimitiveType::TRIANGLES,
mVertexBuffers[bufferIndex], mIndexBuffers[bufferIndex],
indexOffset, pcmd.ElemCount)
.blendOrder(primIndex, primIndex)
.material(primIndex, materialInstance);
primIndex++;
}
indexOffset += pcmd.ElemCount;
}
bufferIndex++;
}
if (commands->CmdListsCount > 0) {
rbuilder.build(*mEngine, mRenderable);
}
}
void ImGuiHelper::createVertexBuffer(size_t bufferIndex, size_t capacity) {
syncThreads();
mEngine->destroy(mVertexBuffers[bufferIndex]);
mVertexBuffers[bufferIndex] = VertexBuffer::Builder()
.vertexCount(capacity)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0,
sizeof(ImDrawVert))
.attribute(VertexAttribute::UV0, 0, VertexBuffer::AttributeType::FLOAT2,
sizeof(filament::math::float2), sizeof(ImDrawVert))
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4,
2 * sizeof(filament::math::float2), sizeof(ImDrawVert))
.normalized(VertexAttribute::COLOR)
.build(*mEngine);
}
void ImGuiHelper::createIndexBuffer(size_t bufferIndex, size_t capacity) {
syncThreads();
mEngine->destroy(mIndexBuffers[bufferIndex]);
mIndexBuffers[bufferIndex] = IndexBuffer::Builder()
.indexCount(capacity)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*mEngine);
}
void ImGuiHelper::createBuffers(int numRequiredBuffers) {
if (numRequiredBuffers > mVertexBuffers.size()) {
size_t previousSize = mVertexBuffers.size();
mVertexBuffers.resize(numRequiredBuffers, nullptr);
for (size_t i = previousSize; i < mVertexBuffers.size(); i++) {
// Pick a reasonable starting capacity; it will grow if needed.
createVertexBuffer(i, 1000);
}
}
if (numRequiredBuffers > mIndexBuffers.size()) {
size_t previousSize = mIndexBuffers.size();
mIndexBuffers.resize(numRequiredBuffers, nullptr);
for (size_t i = previousSize; i < mIndexBuffers.size(); i++) {
// Pick a reasonable starting capacity; it will grow if needed.
createIndexBuffer(i, 5000);
}
}
}
void ImGuiHelper::populateVertexData(size_t bufferIndex, size_t vbSizeInBytes, void* vbImguiData,
size_t ibSizeInBytes, void* ibImguiData)
{
// Create a new vertex buffer if the size isn't large enough, then copy the ImGui data into
// a staging area since Filament's render thread might consume the data at any time.
size_t requiredVertCount = vbSizeInBytes / sizeof(ImDrawVert);
size_t capacityVertCount = mVertexBuffers[bufferIndex]->getVertexCount();
if (requiredVertCount > capacityVertCount) {
createVertexBuffer(bufferIndex, requiredVertCount);
}
size_t nVbBytes = requiredVertCount * sizeof(ImDrawVert);
void* vbFilamentData = malloc(nVbBytes);
memcpy(vbFilamentData, vbImguiData, nVbBytes);
mVertexBuffers[bufferIndex]->setBufferAt(*mEngine, 0,
VertexBuffer::BufferDescriptor(vbFilamentData, nVbBytes,
[](void* buffer, size_t size, void* user) {
free(buffer);
}, /* user = */ nullptr));
// Create a new index buffer if the size isn't large enough, then copy the ImGui data into
// a staging area since Filament's render thread might consume the data at any time.
size_t requiredIndexCount = ibSizeInBytes / 2;
size_t capacityIndexCount = mIndexBuffers[bufferIndex]->getIndexCount();
if (requiredIndexCount > capacityIndexCount) {
createIndexBuffer(bufferIndex, requiredIndexCount);
}
size_t nIbBytes = requiredIndexCount * 2;
void* ibFilamentData = malloc(nIbBytes);
memcpy(ibFilamentData, ibImguiData, nIbBytes);
mIndexBuffers[bufferIndex]->setBuffer(*mEngine,
IndexBuffer::BufferDescriptor(ibFilamentData, nIbBytes,
[](void* buffer, size_t size, void* user) {
free(buffer);
}, /* user = */ nullptr));
}
void ImGuiHelper::syncThreads() {
#if UTILS_HAS_THREADING
if (!mHasSynced) {
// This is called only when ImGui needs to grow a vertex buffer, which occurs a few times
// after launching and rarely (if ever) after that.
Fence::waitAndDestroy(mEngine->createFence());
mHasSynced = true;
}
#endif
}
} // namespace filagui