diff --git a/dear-imgui.cabal b/dear-imgui.cabal index 9043844..9f8eb37 100644 --- a/dear-imgui.cabal +++ b/dear-imgui.cabal @@ -264,7 +264,7 @@ executable image import: common main-is: Image.hs hs-source-dirs: examples/sdl - build-depends: sdl2, gl, dear-imgui, managed, vector, hmatrix + build-depends: sdl2, gl, dear-imgui, managed, vector if (!flag(examples) || !flag(sdl) || !flag(opengl2)) buildable: False diff --git a/examples/sdl/Image.hs b/examples/sdl/Image.hs index de7fcbb..1aa1bcc 100644 --- a/examples/sdl/Image.hs +++ b/examples/sdl/Image.hs @@ -2,11 +2,16 @@ {-# language LambdaCase #-} {-# language OverloadedStrings #-} +{- | Drawing an DearImGui image using OpenGL textures. + +https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +-} + module Main ( main ) where import Control.Exception -import Control.Monad.IO.Class -import Control.Monad.Managed +import Control.Monad.IO.Class (MonadIO(..)) +import Control.Monad.Managed (managed, managed_, runManaged) import DearImGui import qualified DearImGui.Raw as Raw import DearImGui.OpenGL3 @@ -17,117 +22,143 @@ import qualified SDL as SDL -- For the texture creation import Foreign -import Foreign.Ptr -import qualified Numeric.LinearAlgebra as M -import Foreign.Marshal.Alloc -import Data.IORef import qualified Data.Vector.Storable as VS -data Texture = Texture {textureID :: GLuint, textureWidth :: GLsizei, textureHeight :: GLsizei} +data Texture = Texture + { textureID :: GLuint + , textureWidth :: GLsizei + , textureHeight :: GLsizei + } --- |Creates a texture in memory --- --- Reserves space on the texture-memory for width*height +textureSize :: Texture -> ImVec2 +textureSize texture = + ImVec2 + (fromIntegral $ textureWidth texture) + (fromIntegral $ textureHeight texture) + +-- | Create a texture pointer in GL memory. create2DTexture :: Int -> Int -> IO Texture -create2DTexture width height = do - alloca $ \ptr -> do +create2DTexture width height = + alloca \ptr -> do glGenTextures 1 ptr tID <- peek ptr - return Texture {textureID = tID, textureWidth = fromIntegral width, textureHeight = fromIntegral height} - + return Texture + { textureID = tID + , textureWidth = fromIntegral width + , textureHeight = fromIntegral height + } ---createDummyTexture :: IORef Texture -> M.Matrix (Float) -> IO () ---createDummyTexture texture matrix = do -createDummyTexture :: Texture -> IO () -createDummyTexture texture = do - let width = textureWidth texture - let height = textureWidth texture +bindTexture :: Texture -> Ptr GLubyte -> IO () +bindTexture texture dataPtr = do glEnable GL_TEXTURE_2D - glBindTexture GL_TEXTURE_2D $ textureID texture + glBindTexture GL_TEXTURE_2D (textureID texture) + glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER GL_LINEAR glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER GL_LINEAR glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_S GL_REPEAT glTexParameteri GL_TEXTURE_2D GL_TEXTURE_WRAP_T GL_REPEAT - let dat = VS.generate (3*(fromIntegral width)*(fromIntegral height)) (\i -> fromIntegral $ 17 + (50 * (i `mod` 3)):: GLubyte) :: VS.Vector GLubyte -- some blueish - VS.unsafeWith dat $ \dataPtr -> do - glTexImage2D GL_TEXTURE_2D 0 GL_RGB width height 0 GL_RGB GL_UNSIGNED_BYTE (castPtr dataPtr) - return() - glBindTexture GL_TEXTURE_2D 0 - return () - - -gui :: IO () -gui = do + + glTexImage2D + GL_TEXTURE_2D + 0 + GL_RGB + (textureWidth texture) + (textureHeight texture) + 0 + GL_RGB + GL_UNSIGNED_BYTE + (castPtr dataPtr) + +fill :: Integral size => size -> size -> VS.Vector GLubyte +fill width height = + VS.generate + (3 * fromIntegral width * fromIntegral height) + (\i -> + case i `mod` 3 of + 0 -> 0x00 + 1 -> 0x7F + 2 -> 0xFF + _ -> error "assert: 3-byte pitch" + ) +main :: IO () +main = do -- Initialize SDL SDL.initializeAll - - runManaged do -- Create a window using SDL. As we're using OpenGL, we need to enable OpenGL too. - w <- do + window <- do let title = "Hello, Dear ImGui!" let config = SDL.defaultWindow { SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL, SDL.windowResizable = True } managed $ bracket (SDL.createWindow title config) SDL.destroyWindow -- Create an OpenGL context - glContext <- managed $ bracket (SDL.glCreateContext w) SDL.glDeleteContext + glContext <- managed $ bracket (SDL.glCreateContext window) SDL.glDeleteContext -- Create an ImGui context - _ <- managed $ bracket createContext destroyContext + _dearContext <- managed $ bracket createContext destroyContext -- Initialize ImGui's SDL2 backend - _ <- managed_ $ bracket_ (sdl2InitForOpenGL w glContext) sdl2Shutdown + managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown -- Initialize ImGui's OpenGL backend - _ <- managed_ $ bracket_ openGL3Init (do + managed_ $ bracket_ openGL3Init do putStrLn "ImguiOpenGL shut down" - openGL3Shutdown) + openGL3Shutdown - - liftIO $ do - txt <- create2DTexture 500 500 - createDummyTexture txt + liftIO do + let width = 320 + height = 240 + texture <- create2DTexture width height + VS.unsafeWith (fill width height) $ + bindTexture texture err <- glGetError - putStrLn $ "Error-code: " ++ show err - - liftIO $ do - mainLoop w 1 -- 1 is actually the Ptr address + putStrLn $ "Error-code: " ++ show err + mainLoop window texture -mainLoop :: SDL.Window -> GLuint -> IO () -mainLoop w c = do - -- Process the event loop - untilNothingM pollEventWithImGui - +mainLoop :: SDL.Window -> Texture -> IO () +mainLoop window texture = unlessQuit do -- Tell ImGui we're starting a new frame openGL3NewFrame sdl2NewFrame newFrame -- Build the GUI - bracket_ (begin "GL") end $ do --- image (intPtrToPtr $ fromIntegral c) (ImVec2 500 500)(ImVec2 0 0)(ImVec2 1 1)(ImVec4 1 1 1 1)(ImVec4 0 0 0 0) - Foreign.with (ImVec2 500 500) \sizePtr -> - Foreign.with (ImVec2 0 0) \uv0Ptr -> - Foreign.with (ImVec2 1 1) \uv1Ptr -> - Foreign.with (ImVec4 1 1 1 1) \tintColPtr -> - Foreign.with (ImVec4 0 0 0 0) \borderColPtr -> do - Raw.image (intPtrToPtr $ fromIntegral c) sizePtr uv0Ptr uv1Ptr tintColPtr borderColPtr + withWindowOpen "Image example" $ runManaged do + -- Drawing images require some backend-specific code. + -- Meanwhile, we have to deal with raw binding. + let openGLtextureID = intPtrToPtr $ fromIntegral $ textureID texture + sizePtr <- managed $ Foreign.with (textureSize texture) + uv0Ptr <- managed $ Foreign.with (ImVec2 0 0) + uv1Ptr <- managed $ Foreign.with (ImVec2 1 1) + tintColPtr <- managed $ Foreign.with (ImVec4 1 1 1 1) + borderColPtr <- managed $ Foreign.with (ImVec4 0 1 0 0) + Raw.image openGLtextureID sizePtr uv0Ptr uv1Ptr tintColPtr borderColPtr -- Render - render glClear GL_COLOR_BUFFER_BIT - openGL3RenderDrawData =<< getDrawData + DearImGui.render + DearImGui.getDrawData >>= openGL3RenderDrawData - SDL.glSwapWindow w + SDL.glSwapWindow window - mainLoop w c + mainLoop window texture where - untilNothingM m = m >>= maybe (return ()) (\_ -> untilNothingM m) + unlessQuit action = do + shouldQuit <- checkEvents + if shouldQuit then pure () else action -main = do gui + checkEvents = do + pollEventWithImGui >>= \case + Nothing -> + return False + Just event -> + (isQuit event ||) <$> checkEvents + + isQuit event = + SDL.eventPayload event == SDL.QuitEvent diff --git a/src/DearImGui/Raw.hs b/src/DearImGui/Raw.hs index 0969257..4e3d853 100644 --- a/src/DearImGui/Raw.hs +++ b/src/DearImGui/Raw.hs @@ -559,22 +559,18 @@ arrowButton strIdPtr dir = liftIO do (0 /=) <$> [C.exp| bool { ArrowButton($(char* strIdPtr), $(ImGuiDir dir)) } |] --- | Image Area to draw a texture +-- | Image Area to draw a texture. -- --- Wraps @ImGui::Image() +-- For OpenGL: The @userTextureIDPtr@ points to the texture memory (eg. @0x0000000000000001@) -- --- For OpenGL: The userTextureIDPtr points to the texture memory (eg. 0x0x0000000000000001), it is the number from glBindTexture. --- Eg: --- glBindTexture GL_TEXTURE_2D $ textureID texture --- -- fill textureID --- image (intPtrToPtr $ fromIntegral textureID) (ImVec2 500 500)(ImVec2 0 0)(ImVec2 1 1)(ImVec4 1 1 1 1)(ImVec4 0 0 0 0) +-- See @examples/sdl/Image.hs@ for the whole process. -- --- See https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#About-texture-coordinates and under examples/sdl/Image.hs -image :: (MonadIO m) => Ptr ()-> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec4 -> Ptr ImVec4 -> m() +-- Wraps @ImGui::Image()@. +image :: (MonadIO m) => Ptr () -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec4 -> Ptr ImVec4 -> m () image userTextureIDPtr sizePtr uv0Ptr uv1Ptr tintColPtr borderColPtr = liftIO do - [C.exp| void { + [C.exp| void { Image( - $(void* userTextureIDPtr), + $(void* userTextureIDPtr), *$(ImVec2* sizePtr), *$(ImVec2* uv0Ptr), *$(ImVec2* uv1Ptr),