view nuklear_ui/nuklear_sdl_gles2.h @ 1637:95880d947257

Fix for VRAM byte write order broke VDP FIFO testing ROM results. This change cleans up VRAM writes and fixes the regression while preserving the correct VRAM byte write order
author Michael Pavone <pavone@retrodev.com>
date Sun, 11 Nov 2018 22:39:29 -0800
parents b581663c42ec
children fa9ae059e4d3
line wrap: on
line source

/*
 * Nuklear - 1.40.8 - public domain
 * no warrenty implied; use at your own risk.
 * authored from 2015-2017 by Micha Mettke
 * emscripten from 2016 by Chris Willcocks
 * OpenGL ES 2.0 from 2017 by Dmitry Hrabrov a.k.a. DeXPeriX
 */
/*
 * ==============================================================
 *
 *                              API
 *
 * ===============================================================
 */
#ifndef NK_SDL_GLES2_H_
#define NK_SDL_GLES2_H_

#include <SDL.h>
#ifndef DISABLE_OPENGL
#include <GL/glew.h>
#endif


NK_API struct nk_context*   nk_sdl_init(SDL_Window *win);
NK_API void                 nk_sdl_font_stash_begin(struct nk_font_atlas **atlas);
NK_API void                 nk_sdl_font_stash_end(void);
NK_API int                  nk_sdl_handle_event(SDL_Event *evt);
NK_API void                 nk_sdl_render(enum nk_anti_aliasing , int max_vertex_buffer, int max_element_buffer);
NK_API void                 nk_sdl_shutdown(void);
NK_API void                 nk_sdl_device_destroy(void);
NK_API void                 nk_sdl_device_create(void);

#endif

/*
 * ==============================================================
 *
 *                          IMPLEMENTATION
 *
 * ===============================================================
 */
#ifdef NK_SDL_GLES2_IMPLEMENTATION

#include <string.h>

struct nk_sdl_device {
    struct nk_buffer cmds;
    struct nk_draw_null_texture null;
    GLuint vbo, ebo;
    GLuint prog;
    GLuint vert_shdr;
    GLuint frag_shdr;
    GLint attrib_pos;
    GLint attrib_uv;
    GLint attrib_col;
    GLint uniform_tex;
    GLint uniform_proj;
    GLuint font_tex;
    GLsizei vs;
    size_t vp, vt, vc;
};

struct nk_sdl_vertex {
    GLfloat position[2];
    GLfloat uv[2];
    nk_byte col[4];
};

static struct nk_sdl {
    SDL_Window *win;
    struct nk_sdl_device ogl;
    struct nk_context ctx;
    struct nk_font_atlas atlas;
} sdl;

#ifdef USE_GLES
#define NK_SHADER_VERSION "#version 100\n"
#define DECLARE_PRECISION "precision mediump float;\n"
#else
#define NK_SHADER_VERSION "#version 110\n"
#define DECLARE_PRECISION
#endif


NK_API void
nk_sdl_device_create(void)
{
    GLint status;
    static const GLchar *vertex_shader =
        NK_SHADER_VERSION
        "uniform mat4 ProjMtx;\n"
        "attribute vec2 Position;\n"
        "attribute vec2 TexCoord;\n"
        "attribute vec4 Color;\n"
        "varying vec2 Frag_UV;\n"
        "varying vec4 Frag_Color;\n"
        "void main() {\n"
        "   Frag_UV = TexCoord;\n"
        "   Frag_Color = Color;\n"
        "   gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
        "}\n";
    static const GLchar *fragment_shader =
        NK_SHADER_VERSION
        DECLARE_PRECISION
        "uniform sampler2D Texture;\n"
        "varying vec2 Frag_UV;\n"
        "varying vec4 Frag_Color;\n"
        "void main(){\n"
        "   gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);\n"
        "}\n";

    struct nk_sdl_device *dev = &sdl.ogl;
    
    nk_buffer_init_default(&dev->cmds);
    dev->prog = glCreateProgram();
    dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
    dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
    glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
    glCompileShader(dev->vert_shdr);
    glCompileShader(dev->frag_shdr);
    glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
    assert(status == GL_TRUE);
    glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
    assert(status == GL_TRUE);
    glAttachShader(dev->prog, dev->vert_shdr);
    glAttachShader(dev->prog, dev->frag_shdr);
    glLinkProgram(dev->prog);
    glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
    assert(status == GL_TRUE);


    dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
    dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
    dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
    dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
    dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
    {
        dev->vs = sizeof(struct nk_sdl_vertex);
        dev->vp = offsetof(struct nk_sdl_vertex, position);
        dev->vt = offsetof(struct nk_sdl_vertex, uv);
        dev->vc = offsetof(struct nk_sdl_vertex, col);
        
        /* Allocate buffers */
        glGenBuffers(1, &dev->vbo);
        glGenBuffers(1, &dev->ebo);
    }
    glBindTexture(GL_TEXTURE_2D, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

NK_INTERN void
nk_sdl_device_upload_atlas(const void *image, int width, int height)
{
    struct nk_sdl_device *dev = &sdl.ogl;
    glGenTextures(1, &dev->font_tex);
    glBindTexture(GL_TEXTURE_2D, dev->font_tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
                GL_RGBA, GL_UNSIGNED_BYTE, image);
}

NK_API void
nk_sdl_device_destroy(void)
{
    struct nk_sdl_device *dev = &sdl.ogl;
    glDetachShader(dev->prog, dev->vert_shdr);
    glDetachShader(dev->prog, dev->frag_shdr);
    glDeleteShader(dev->vert_shdr);
    glDeleteShader(dev->frag_shdr);
    glDeleteProgram(dev->prog);
    glDeleteTextures(1, &dev->font_tex);
    glDeleteBuffers(1, &dev->vbo);
    glDeleteBuffers(1, &dev->ebo);
    nk_buffer_free(&dev->cmds);
}

NK_API void
nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
{
    struct nk_sdl_device *dev = &sdl.ogl;
    int width, height;
    int display_width, display_height;
    struct nk_vec2 scale;
    GLfloat ortho[4][4] = {
        {2.0f, 0.0f, 0.0f, 0.0f},
        {0.0f,-2.0f, 0.0f, 0.0f},
        {0.0f, 0.0f,-1.0f, 0.0f},
        {-1.0f,1.0f, 0.0f, 1.0f},
    };
    SDL_GetWindowSize(sdl.win, &width, &height);
    SDL_GL_GetDrawableSize(sdl.win, &display_width, &display_height);
    ortho[0][0] /= (GLfloat)width;
    ortho[1][1] /= (GLfloat)height;

    scale.x = (float)display_width/(float)width;
    scale.y = (float)display_height/(float)height;

    /* setup global state */
    glViewport(0,0,display_width,display_height);
    glEnable(GL_BLEND);
    glBlendEquation(GL_FUNC_ADD);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_SCISSOR_TEST);
    glActiveTexture(GL_TEXTURE0);

    /* setup program */
    glUseProgram(dev->prog);
    glUniform1i(dev->uniform_tex, 0);
    glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
    {
        /* convert from command queue into draw list and draw to screen */
        const struct nk_draw_command *cmd;
        void *vertices, *elements;
        const nk_draw_index *offset = NULL;

        /* Bind buffers */
        glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
        
        {
            /* buffer setup */
            glEnableVertexAttribArray((GLuint)dev->attrib_pos);
            glEnableVertexAttribArray((GLuint)dev->attrib_uv);
            glEnableVertexAttribArray((GLuint)dev->attrib_col);

            glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, dev->vs, (void*)dev->vp);
            glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, dev->vs, (void*)dev->vt);
            glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, dev->vs, (void*)dev->vc);
        }

        glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);

        /* load vertices/elements directly into vertex/element buffer */
        vertices = malloc((size_t)max_vertex_buffer);
        elements = malloc((size_t)max_element_buffer);
        {
            /* fill convert configuration */
            struct nk_convert_config config;
            static const struct nk_draw_vertex_layout_element vertex_layout[] = {
                {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, position)},
                {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, uv)},
                {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sdl_vertex, col)},
                {NK_VERTEX_LAYOUT_END}
            };
            NK_MEMSET(&config, 0, sizeof(config));
            config.vertex_layout = vertex_layout;
            config.vertex_size = sizeof(struct nk_sdl_vertex);
            config.vertex_alignment = NK_ALIGNOF(struct nk_sdl_vertex);
            config.null = dev->null;
            config.circle_segment_count = 22;
            config.curve_segment_count = 22;
            config.arc_segment_count = 22;
            config.global_alpha = 1.0f;
            config.shape_AA = AA;
            config.line_AA = AA;

            /* setup buffers to load vertices and elements */
            {struct nk_buffer vbuf, ebuf;
            nk_buffer_init_fixed(&vbuf, vertices, (nk_size)max_vertex_buffer);
            nk_buffer_init_fixed(&ebuf, elements, (nk_size)max_element_buffer);
            nk_convert(&sdl.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
        }
        glBufferSubData(GL_ARRAY_BUFFER, 0, (size_t)max_vertex_buffer, vertices);
        glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, (size_t)max_element_buffer, elements);
        free(vertices);
        free(elements);

        /* iterate over and execute each draw command */
        nk_draw_foreach(cmd, &sdl.ctx, &dev->cmds) {
            if (!cmd->elem_count) continue;
            glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
            glScissor((GLint)(cmd->clip_rect.x * scale.x),
                (GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
                (GLint)(cmd->clip_rect.w * scale.x),
                (GLint)(cmd->clip_rect.h * scale.y));
            glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
            offset += cmd->elem_count;
        }
        nk_clear(&sdl.ctx);
    }

    glUseProgram(0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    glDisable(GL_BLEND);
    glDisable(GL_SCISSOR_TEST);
}

static void
nk_sdl_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
{
    const char *text = SDL_GetClipboardText();
    if (text) nk_textedit_paste(edit, text, nk_strlen(text));
    (void)usr;
}

static void
nk_sdl_clipbard_copy(nk_handle usr, const char *text, int len)
{
    char *str = 0;
    (void)usr;
    if (!len) return;
    str = (char*)malloc((size_t)len+1);
    if (!str) return;
    memcpy(str, text, (size_t)len);
    str[len] = '\0';
    SDL_SetClipboardText(str);
    free(str);
}

NK_API struct nk_context*
nk_sdl_init(SDL_Window *win)
{
    sdl.win = win;
    nk_init_default(&sdl.ctx, 0);
    sdl.ctx.clip.copy = nk_sdl_clipbard_copy;
    sdl.ctx.clip.paste = nk_sdl_clipbard_paste;
    sdl.ctx.clip.userdata = nk_handle_ptr(0);
    nk_sdl_device_create();
    return &sdl.ctx;
}

NK_API void
nk_sdl_font_stash_begin(struct nk_font_atlas **atlas)
{
    nk_font_atlas_init_default(&sdl.atlas);
    nk_font_atlas_begin(&sdl.atlas);
    *atlas = &sdl.atlas;
}

NK_API void
nk_sdl_font_stash_end(void)
{
    const void *image; int w, h;
    image = nk_font_atlas_bake(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
    nk_sdl_device_upload_atlas(image, w, h);
    nk_font_atlas_end(&sdl.atlas, nk_handle_id((int)sdl.ogl.font_tex), &sdl.ogl.null);
    if (sdl.atlas.default_font)
        nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle);

}

NK_API int
nk_sdl_handle_event(SDL_Event *evt)
{
    struct nk_context *ctx = &sdl.ctx;
    if (evt->type == SDL_KEYUP || evt->type == SDL_KEYDOWN) {
        /* key events */
        int down = evt->type == SDL_KEYDOWN;
        const Uint8* state = SDL_GetKeyboardState(0);
        SDL_Keycode sym = evt->key.keysym.sym;
        if (sym == SDLK_RSHIFT || sym == SDLK_LSHIFT)
            nk_input_key(ctx, NK_KEY_SHIFT, down);
        else if (sym == SDLK_DELETE)
            nk_input_key(ctx, NK_KEY_DEL, down);
        else if (sym == SDLK_RETURN)
            nk_input_key(ctx, NK_KEY_ENTER, down);
        else if (sym == SDLK_TAB)
            nk_input_key(ctx, NK_KEY_TAB, down);
        else if (sym == SDLK_BACKSPACE)
            nk_input_key(ctx, NK_KEY_BACKSPACE, down);
        else if (sym == SDLK_HOME) {
            nk_input_key(ctx, NK_KEY_TEXT_START, down);
            nk_input_key(ctx, NK_KEY_SCROLL_START, down);
        } else if (sym == SDLK_END) {
            nk_input_key(ctx, NK_KEY_TEXT_END, down);
            nk_input_key(ctx, NK_KEY_SCROLL_END, down);
        } else if (sym == SDLK_PAGEDOWN) {
            nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down);
        } else if (sym == SDLK_PAGEUP) {
            nk_input_key(ctx, NK_KEY_SCROLL_UP, down);
        } else if (sym == SDLK_z)
            nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]);
        else if (sym == SDLK_r)
            nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]);
        else if (sym == SDLK_c)
            nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]);
        else if (sym == SDLK_v)
            nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]);
        else if (sym == SDLK_x)
            nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]);
        else if (sym == SDLK_b)
            nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]);
        else if (sym == SDLK_e)
            nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]);
        else if (sym == SDLK_UP)
            nk_input_key(ctx, NK_KEY_UP, down);
        else if (sym == SDLK_DOWN)
            nk_input_key(ctx, NK_KEY_DOWN, down);
        else if (sym == SDLK_LEFT) {
            if (state[SDL_SCANCODE_LCTRL])
                nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
            else nk_input_key(ctx, NK_KEY_LEFT, down);
        } else if (sym == SDLK_RIGHT) {
            if (state[SDL_SCANCODE_LCTRL])
                nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
            else nk_input_key(ctx, NK_KEY_RIGHT, down);
        } else return 0;
        return 1;
    } else if (evt->type == SDL_MOUSEBUTTONDOWN || evt->type == SDL_MOUSEBUTTONUP) {
        /* mouse button */
        int down = evt->type == SDL_MOUSEBUTTONDOWN;
        const int x = evt->button.x, y = evt->button.y;
        if (evt->button.button == SDL_BUTTON_LEFT) {
            if (evt->button.clicks > 1)
                nk_input_button(ctx, NK_BUTTON_DOUBLE, x, y, down);
            nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
        } else if (evt->button.button == SDL_BUTTON_MIDDLE)
            nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
        else if (evt->button.button == SDL_BUTTON_RIGHT)
            nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
        return 1;
    } else if (evt->type == SDL_MOUSEMOTION) {
        /* mouse motion */
        if (ctx->input.mouse.grabbed) {
            int x = (int)ctx->input.mouse.prev.x, y = (int)ctx->input.mouse.prev.y;
            nk_input_motion(ctx, x + evt->motion.xrel, y + evt->motion.yrel);
        } else nk_input_motion(ctx, evt->motion.x, evt->motion.y);
        return 1;
    } else if (evt->type == SDL_TEXTINPUT) {
        /* text input */
        nk_glyph glyph;
        memcpy(glyph, evt->text.text, NK_UTF_SIZE);
        nk_input_glyph(ctx, glyph);
        return 1;
    } else if (evt->type == SDL_MOUSEWHEEL) {
        /* mouse wheel */
        nk_input_scroll(ctx,nk_vec2((float)evt->wheel.x,(float)evt->wheel.y));
        return 1;
    }
    return 0;
}

NK_API
void nk_sdl_shutdown(void)
{
    nk_font_atlas_clear(&sdl.atlas);
    nk_free(&sdl.ctx);
    nk_sdl_device_destroy();
    memset(&sdl, 0, sizeof(sdl));
}

#endif