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+# Sokol Debug Inspection UIs
+
+This directory contains optional 'extension headers' which implement debug
+inspection UIs for various Sokol headers implemented with [Dear
+ImGui](https://github.com/ocornut/imgui).
+
+## Integration Howto
+
+These are the steps to add the debug inspection UIs to your own project.
+
+### 1. Compile the implementation as C++ (or Objective-C++)
+
+Dear ImGui is a C++ library, and offers a C++ API. This means the implementation
+of the debug inspection headers is also written in C++, and
+must be compiled in C++ or Objective-C++ mode.
+
+### 2. Compile the Sokol headers with trace-hooks enabled
+
+The debug inspection headers may need to *hook into* the Sokol APIs via
+callback functions. These API callbacks are called **trace hooks** and must
+be enabled by defining ```SOKOL_TRACE_HOOKS``` before including the
+implementation.
+
+### 3. Include "imgui.h" before the implementation
+
+The debug inspection headers don't include ```imgui.h``` themselves,
+instead the ImGui header must be included before the implementation.
+
+### 3. Include the debug UI implementations after the Sokol implementations
+
+The debug inspection headers need access to private data and functions of
+their associated Sokol header. This means the implementation of the
+debug inspection headers must be included **after** the implementation
+of the their associated Sokol headers. I'd recomment putting all the
+Sokol headers of a project into a single implementation file, together
+with all *extension headers*.
+
+```cpp
+// sokol-ui.cc
+//
+// Sokol header implementations and their debug inspection headers,
+// compiled as C++ code and with trace-hooks enabled. On macOS/iOS
+// this would need to be an Objective-C++ file instead (.mm extension).
+//
+#define SOKOL_IMPL
+#define SOKOL_TRACE_HOOKS
+#include "sokol_app.h"
+#include "sokol_gfx.h"
+#include "sokol_time.h"
+#include "imgui.h"
+#include "sokol_app_imgui.h"
+#include "sokol_gfx_imgui.h"
+```
+
+### 4. Provide your own ImGui renderer
+
+You need to provide your own ImGui initialization and rendering
+code. If you are using sokol_gfx.h together with sokol_app.h, you
+can just copy the code from the sokol-samples:
+
+```cpp
+#pragma once
+/*
+ Implements a Dear ImGui renderer on top of sokol_gfx.h for
+ the debug-visualization UIs.
+*/
+#include "sokol_app.h"
+#include "sokol_gfx.h"
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+void imgui_init(int sample_count);
+void imgui_newframe(void);
+void imgui_draw(void);
+void imgui_event(const sapp_event* event);
+#if defined(__cplusplus)
+} // extern "C"
+#endif
+
+//------------------------------------------------------------------------------
+#if defined(UI_IMPL)
+#include "imgui.h"
+
+typedef struct {
+ ImVec2 disp_size;
+} vs_params_t;
+
+static bool btn_down[SAPP_MAX_MOUSEBUTTONS];
+static bool btn_up[SAPP_MAX_MOUSEBUTTONS];
+static const int MaxVertices = (1<<17);
+static const int MaxIndices = MaxVertices * 3;
+static sg_pipeline imgui_pip;
+static sg_bindings imgui_bind;
+
+extern const char* vs_src_imgui;
+extern const char* fs_src_imgui;
+
+void imgui_init(int sample_count) {
+ ImGui::CreateContext();
+ ImGui::StyleColorsDark();
+ auto& style = ImGui::GetStyle();
+ style.WindowRounding = 0.0f;
+ style.WindowBorderSize = 1.0f;
+ style.Alpha = 1.0f;
+ auto& io = ImGui::GetIO();
+ io.Fonts->AddFontDefault();
+ io.IniFilename = nullptr;
+ io.KeyMap[ImGuiKey_Tab] = SAPP_KEYCODE_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = SAPP_KEYCODE_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = SAPP_KEYCODE_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = SAPP_KEYCODE_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = SAPP_KEYCODE_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = SAPP_KEYCODE_PAGE_UP;
+ io.KeyMap[ImGuiKey_PageDown] = SAPP_KEYCODE_PAGE_DOWN;
+ io.KeyMap[ImGuiKey_Home] = SAPP_KEYCODE_HOME;
+ io.KeyMap[ImGuiKey_End] = SAPP_KEYCODE_END;
+ io.KeyMap[ImGuiKey_Delete] = SAPP_KEYCODE_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = SAPP_KEYCODE_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = SAPP_KEYCODE_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = SAPP_KEYCODE_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = SAPP_KEYCODE_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = SAPP_KEYCODE_A;
+ io.KeyMap[ImGuiKey_C] = SAPP_KEYCODE_C;
+ io.KeyMap[ImGuiKey_V] = SAPP_KEYCODE_V;
+ io.KeyMap[ImGuiKey_X] = SAPP_KEYCODE_X;
+ io.KeyMap[ImGuiKey_Y] = SAPP_KEYCODE_Y;
+ io.KeyMap[ImGuiKey_Z] = SAPP_KEYCODE_Z;
+
+ sg_push_debug_group("imgui init");
+
+ // dynamic vertex- and index-buffers for imgui-generated geometry
+ sg_buffer_desc vbuf_desc = { };
+ vbuf_desc.usage = SG_USAGE_STREAM;
+ vbuf_desc.size = MaxVertices * sizeof(ImDrawVert);
+ vbuf_desc.label = "imgui-vertices";
+ imgui_bind.vertex_buffers[0] = sg_make_buffer(&vbuf_desc);
+
+ sg_buffer_desc ibuf_desc = { };
+ ibuf_desc.type = SG_BUFFERTYPE_INDEXBUFFER;
+ ibuf_desc.usage = SG_USAGE_STREAM;
+ ibuf_desc.size = MaxIndices * sizeof(ImDrawIdx);
+ ibuf_desc.label = "imgui-indices";
+ imgui_bind.index_buffer = sg_make_buffer(&ibuf_desc);
+
+ // font texture for imgui's default font
+ unsigned char* font_pixels;
+ int font_width, font_height;
+ io.Fonts->GetTexDataAsRGBA32(&font_pixels, &font_width, &font_height);
+ sg_image_desc img_desc = { };
+ img_desc.width = font_width;
+ img_desc.height = font_height;
+ img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
+ img_desc.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
+ img_desc.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
+ img_desc.min_filter = SG_FILTER_LINEAR;
+ img_desc.mag_filter = SG_FILTER_LINEAR;
+ img_desc.content.subimage[0][0].ptr = font_pixels;
+ img_desc.content.subimage[0][0].size = font_width * font_height * 4;
+ img_desc.label = "imgui-font";
+ io.Fonts->TexID = (ImTextureID)(uintptr_t) sg_make_image(&img_desc).id;
+
+ // shader object for imgui rendering
+ sg_shader_desc shd_desc = { };
+ auto& ub = shd_desc.vs.uniform_blocks[0];
+ ub.size = sizeof(vs_params_t);
+ ub.uniforms[0].name = "disp_size";
+ ub.uniforms[0].type = SG_UNIFORMTYPE_FLOAT2;
+ shd_desc.fs.images[0].name = "tex";
+ shd_desc.fs.images[0].type = SG_IMAGETYPE_2D;
+ shd_desc.vs.source = vs_src_imgui;
+ shd_desc.fs.source = fs_src_imgui;
+ shd_desc.label = "imgui-shader";
+ sg_shader shd = sg_make_shader(&shd_desc);
+
+ // pipeline object for imgui rendering
+ sg_pipeline_desc pip_desc = { };
+ pip_desc.layout.buffers[0].stride = sizeof(ImDrawVert);
+ auto& attrs = pip_desc.layout.attrs;
+ attrs[0].name="position"; attrs[0].sem_name="POSITION"; attrs[0].offset=offsetof(ImDrawVert, pos); attrs[0].format=SG_VERTEXFORMAT_FLOAT2;
+ attrs[1].name="texcoord0"; attrs[1].sem_name="TEXCOORD"; attrs[1].offset=offsetof(ImDrawVert, uv); attrs[1].format=SG_VERTEXFORMAT_FLOAT2;
+ attrs[2].name="color0"; attrs[2].sem_name="COLOR"; attrs[2].offset=offsetof(ImDrawVert, col); attrs[2].format=SG_VERTEXFORMAT_UBYTE4N;
+ pip_desc.shader = shd;
+ pip_desc.index_type = SG_INDEXTYPE_UINT16;
+ pip_desc.blend.enabled = true;
+ pip_desc.blend.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA;
+ pip_desc.blend.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
+ pip_desc.blend.color_write_mask = SG_COLORMASK_RGB;
+ pip_desc.rasterizer.sample_count = sample_count;
+ pip_desc.label = "imgui-pipeline";
+ imgui_pip = sg_make_pipeline(&pip_desc);
+
+ sg_pop_debug_group();
+}
+
+void imgui_newframe(void) {
+ const int cur_width = sapp_width();
+ const int cur_height = sapp_height();
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2(float(cur_width), float(cur_height));
+ io.DeltaTime = 1.0f / 60.0f;
+ for (int i = 0; i < SAPP_MAX_MOUSEBUTTONS; i++) {
+ if (btn_down[i]) {
+ btn_down[i] = false;
+ io.MouseDown[i] = true;
+ }
+ else if (btn_up[i]) {
+ btn_up[i] = false;
+ io.MouseDown[i] = false;
+ }
+ }
+ ImGui::NewFrame();
+}
+
+void imgui_draw(void) {
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ if (nullptr == draw_data) {
+ return;
+ }
+ if (draw_data->CmdListsCount == 0) {
+ return;
+ }
+
+ // render the command list
+ sg_push_debug_group("imgui");
+ sg_apply_pipeline(imgui_pip);
+ vs_params_t vs_params;
+ vs_params.disp_size.x = ImGui::GetIO().DisplaySize.x;
+ vs_params.disp_size.y = ImGui::GetIO().DisplaySize.y;
+ sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, &vs_params, sizeof(vs_params));
+ for (int cl_index = 0; cl_index < draw_data->CmdListsCount; cl_index++) {
+ const ImDrawList* cl = draw_data->CmdLists[cl_index];
+
+ // append vertices and indices to buffers, record start offsets in draw state
+ const int vtx_size = cl->VtxBuffer.size() * sizeof(ImDrawVert);
+ const int idx_size = cl->IdxBuffer.size() * sizeof(ImDrawIdx);
+ const int vb_offset = sg_append_buffer(imgui_bind.vertex_buffers[0], &cl->VtxBuffer.front(), vtx_size);
+ const int ib_offset = sg_append_buffer(imgui_bind.index_buffer, &cl->IdxBuffer.front(), idx_size);
+ /* don't render anything if the buffer is in overflow state (this is also
+ checked internally in sokol_gfx, draw calls that attempt from
+ overflowed buffers will be silently dropped)
+ */
+ if (sg_query_buffer_overflow(imgui_bind.vertex_buffers[0]) ||
+ sg_query_buffer_overflow(imgui_bind.index_buffer))
+ {
+ break;
+ }
+
+ ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;
+ imgui_bind.vertex_buffer_offsets[0] = vb_offset;
+ imgui_bind.index_buffer_offset = ib_offset;
+ imgui_bind.fs_images[0].id = (uint32_t)(uintptr_t)tex_id;
+
+ sg_apply_bindings(&imgui_bind);
+ int base_element = 0;
+ for (const ImDrawCmd& pcmd : cl->CmdBuffer) {
+ if (pcmd.UserCallback) {
+ pcmd.UserCallback(cl, &pcmd);
+ }
+ else {
+ if (tex_id != pcmd.TextureId) {
+ tex_id = pcmd.TextureId;
+ imgui_bind.fs_images[0].id = (uint32_t)(uintptr_t)tex_id;
+ sg_apply_bindings(&imgui_bind);
+ }
+ const int scissor_x = (int) (pcmd.ClipRect.x);
+ const int scissor_y = (int) (pcmd.ClipRect.y);
+ const int scissor_w = (int) (pcmd.ClipRect.z - pcmd.ClipRect.x);
+ const int scissor_h = (int) (pcmd.ClipRect.w - pcmd.ClipRect.y);
+ sg_apply_scissor_rect(scissor_x, scissor_y, scissor_w, scissor_h, true);
+ sg_draw(base_element, pcmd.ElemCount, 1);
+ }
+ base_element += pcmd.ElemCount;
+ }
+ }
+ sg_pop_debug_group();
+}
+
+void imgui_event(const sapp_event* event) {
+ auto& io = ImGui::GetIO();
+ io.KeyAlt = (event->modifiers & SAPP_MODIFIER_ALT) != 0;
+ io.KeyCtrl = (event->modifiers & SAPP_MODIFIER_CTRL) != 0;
+ io.KeyShift = (event->modifiers & SAPP_MODIFIER_SHIFT) != 0;
+ io.KeySuper = (event->modifiers & SAPP_MODIFIER_SUPER) != 0;
+ switch (event->type) {
+ case SAPP_EVENTTYPE_MOUSE_DOWN:
+ io.MousePos.x = event->mouse_x;
+ io.MousePos.y = event->mouse_y;
+ btn_down[event->mouse_button] = true;
+ break;
+ case SAPP_EVENTTYPE_MOUSE_UP:
+ io.MousePos.x = event->mouse_x;
+ io.MousePos.y = event->mouse_y;
+ btn_up[event->mouse_button] = true;
+ break;
+ case SAPP_EVENTTYPE_MOUSE_MOVE:
+ io.MousePos.x = event->mouse_x;
+ io.MousePos.y = event->mouse_y;
+ break;
+ case SAPP_EVENTTYPE_MOUSE_ENTER:
+ case SAPP_EVENTTYPE_MOUSE_LEAVE:
+ for (int i = 0; i < 3; i++) {
+ btn_down[i] = false;
+ btn_up[i] = false;
+ io.MouseDown[i] = false;
+ }
+ break;
+ case SAPP_EVENTTYPE_MOUSE_SCROLL:
+ io.MouseWheelH = event->scroll_x;
+ io.MouseWheel = event->scroll_y;
+ break;
+ case SAPP_EVENTTYPE_TOUCHES_BEGAN:
+ btn_down[0] = true;
+ io.MousePos.x = event->touches[0].pos_x;
+ io.MousePos.y = event->touches[0].pos_y;
+ break;
+ case SAPP_EVENTTYPE_TOUCHES_MOVED:
+ io.MousePos.x = event->touches[0].pos_x;
+ io.MousePos.y = event->touches[0].pos_y;
+ break;
+ case SAPP_EVENTTYPE_TOUCHES_ENDED:
+ btn_up[0] = true;
+ io.MousePos.x = event->touches[0].pos_x;
+ io.MousePos.y = event->touches[0].pos_y;
+ break;
+ case SAPP_EVENTTYPE_TOUCHES_CANCELLED:
+ btn_up[0] = btn_down[0] = false;
+ break;
+ case SAPP_EVENTTYPE_KEY_DOWN:
+ io.KeysDown[event->key_code] = true;
+ break;
+ case SAPP_EVENTTYPE_KEY_UP:
+ io.KeysDown[event->key_code] = false;
+ break;
+ case SAPP_EVENTTYPE_CHAR:
+ io.AddInputCharacter((ImWchar)event->char_code);
+ break;
+ default:
+ break;
+ }
+}
+
+#if defined(SOKOL_GLCORE33)
+const char* vs_src_imgui =
+ "#version 330\n"
+ "uniform vec2 disp_size;\n"
+ "in vec2 position;\n"
+ "in vec2 texcoord0;\n"
+ "in vec4 color0;\n"
+ "out vec2 uv;\n"
+ "out vec4 color;\n"
+ "void main() {\n"
+ " gl_Position = vec4(((position/disp_size)-0.5)*vec2(2.0,-2.0), 0.5, 1.0);\n"
+ " uv = texcoord0;\n"
+ " color = color0;\n"
+ "}\n";
+const char* fs_src_imgui =
+ "#version 330\n"
+ "uniform sampler2D tex;\n"
+ "in vec2 uv;\n"
+ "in vec4 color;\n"
+ "out vec4 frag_color;\n"
+ "void main() {\n"
+ " frag_color = texture(tex, uv) * color;\n"
+ "}\n";
+#elif defined(SOKOL_GLES2) || defined(SOKOL_GLES3)
+const char* vs_src_imgui =
+ "uniform vec2 disp_size;\n"
+ "attribute vec2 position;\n"
+ "attribute vec2 texcoord0;\n"
+ "attribute vec4 color0;\n"
+ "varying vec2 uv;\n"
+ "varying vec4 color;\n"
+ "void main() {\n"
+ " gl_Position = vec4(((position/disp_size)-0.5)*vec2(2.0,-2.0), 0.5, 1.0);\n"
+ " uv = texcoord0;\n"
+ " color = color0;\n"
+ "}\n";
+const char* fs_src_imgui =
+ "precision mediump float;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 uv;\n"
+ "varying vec4 color;\n"
+ "void main() {\n"
+ " gl_FragColor = texture2D(tex, uv) * color;\n"
+ "}\n";
+#elif defined(SOKOL_METAL)
+const char* vs_src_imgui =
+ "#include <metal_stdlib>\n"
+ "using namespace metal;\n"
+ "struct params_t {\n"
+ " float2 disp_size;\n"
+ "};\n"
+ "struct vs_in {\n"
+ " float2 pos [[attribute(0)]];\n"
+ " float2 uv [[attribute(1)]];\n"
+ " float4 color [[attribute(2)]];\n"
+ "};\n"
+ "struct vs_out {\n"
+ " float4 pos [[position]];\n"
+ " float2 uv;\n"
+ " float4 color;\n"
+ "};\n"
+ "vertex vs_out _main(vs_in in [[stage_in]], constant params_t& params [[buffer(0)]]) {\n"
+ " vs_out out;\n"
+ " out.pos = float4(((in.pos / params.disp_size)-0.5)*float2(2.0,-2.0), 0.5, 1.0);\n"
+ " out.uv = in.uv;\n"
+ " out.color = in.color;\n"
+ " return out;\n"
+ "}\n";
+const char* fs_src_imgui =
+ "#include <metal_stdlib>\n"
+ "using namespace metal;\n"
+ "struct fs_in {\n"
+ " float2 uv;\n"
+ " float4 color;\n"
+ "};\n"
+ "fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n"
+ " return tex.sample(smp, in.uv) * in.color;\n"
+ "}\n";
+#elif defined(SOKOL_D3D11)
+const char* vs_src_imgui =
+ "cbuffer params {\n"
+ " float2 disp_size;\n"
+ "};\n"
+ "struct vs_in {\n"
+ " float2 pos: POSITION;\n"
+ " float2 uv: TEXCOORD0;\n"
+ " float4 color: COLOR0;\n"
+ "};\n"
+ "struct vs_out {\n"
+ " float2 uv: TEXCOORD0;\n"
+ " float4 color: COLOR0;\n"
+ " float4 pos: SV_Position;\n"
+ "};\n"
+ "vs_out main(vs_in inp) {\n"
+ " vs_out outp;\n"
+ " outp.pos = float4(((inp.pos/disp_size)-0.5)*float2(2.0,-2.0), 0.5, 1.0);\n"
+ " outp.uv = inp.uv;\n"
+ " outp.color = inp.color;\n"
+ " return outp;\n"
+ "}\n";
+const char* fs_src_imgui =
+ "Texture2D<float4> tex: register(t0);\n"
+ "sampler smp: register(s0);\n"
+ "float4 main(float2 uv: TEXCOORD0, float4 color: COLOR0): SV_Target0 {\n"
+ " return tex.Sample(smp, uv) * color;\n"
+ "}\n";
+#else
+#error "No sokol-gfx backend selected"
+#endif
+
+#endif /* UI_IMPL */
+```
+
+### 5. Add UI init- and rendering-calls to your code
+
+All debug inspection headers follow the same API pattern (here shown
+with ```sokol_gfx_imgui.h``` as an example):
+
+- a struct to store all state
+- an init-function to initialize this struct to a good state
+- a one-in-all draw-function which is called per frame
+- ...and a discard function called at shutdown
+
+```cpp
+static sg_imgui_t sg_imgui;
+
+void init(void) {
+ ...
+ /* initialize the sokol-gfx debug inspection UI */
+ sg_imgui_init(&sg_imgui)
+ ...
+}
+
+void draw_frame(void) {
+ ...
+ /* draw the debug inspection UI via Dear ImGui calls */
+ sg_imgui_draw(&sg_imgui);
+ ...
+}
+
+void shutdown(void) {
+ ...
+ sg_imgui_discard(&sg_imgui);
+ ...
+}
+```
+
+When running this code, nothing will be rendered because all debug inspection
+windows are in closed state. Opening and closing the windows is done
+directly by toggling public bool members of the state struct.
+
+For instance in with sokol_gfx_imgui.h:
+
+```cpp
+/* open all sokol_gfx_imgui.h windows */
+sg_imgui.buffers.open = true
+sg_imgui.images.open = true;
+sg_imgui.shaders.open = true;
+sg_imgui.pipelines.open = true;
+sg_imgui.passes.open = true;
+sg_imgui.capture.open = true;
+```
+
+Exposing the open state as booleans has been done to make it easier to
+toggle the window visibility with other ImGui functions. For instance
+you could build a menu like this:
+
+```cpp
+if (ImGui::BeginMainMenuBar()) {
+ if (ImGui::BeginMenu("sokol-gfx")) {
+ ImGui::MenuItem("Buffers", 0, &sg_imgui.buffers.open);
+ ImGui::MenuItem("Images", 0, &sg_imgui.images.open);
+ ImGui::MenuItem("Shaders", 0, &sg_imgui.shaders.open);
+ ImGui::MenuItem("Pipelines", 0, &sg_imgui.pipelines.open);
+ ImGui::MenuItem("Passes", 0, &sg_imgui.passes.open);
+ ImGui::MenuItem("Calls", 0, &sg_imgui.capture.open);
+ ImGui::EndMenu();
+ }
+ ImGui::EndMainMenuBar();
+}
+```
+
+The debug inspection headers also offer more granular drawing functions
+for more flexible integration into your own UI, for example the following
+```sokol_gfx_imgui.h``` functions only draw the window content, so you
+can integrate the UIs into your own windows:
+
+```cpp
+void sg_imgui_draw_buffers_content(sg_imgui_t* ctx);
+void sg_imgui_draw_images_content(sg_imgui_t* ctx);
+void sg_imgui_draw_shaders_content(sg_imgui_t* ctx);
+void sg_imgui_draw_pipelines_content(sg_imgui_t* ctx);
+void sg_imgui_draw_passes_content(sg_imgui_t* ctx);
+void sg_imgui_draw_capture_content(sg_imgui_t* ctx);
+```