Added image wrapper (#74)

Raw.image and sdl2/gl example "image"

Wrappers should be backend-specific due to different handling of `userTextureIDPtr`.
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jpwidera 2021-09-12 12:35:03 +02:00 committed by GitHub
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commit f3b85899f2
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4 changed files with 168 additions and 0 deletions

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@ -260,6 +260,14 @@ executable readme
if (!flag(examples) || !flag(sdl) || !flag(opengl2))
buildable: False
executable image
import: common
main-is: Image.hs
hs-source-dirs: examples/sdl
build-depends: sdl2, gl, dear-imgui, managed, vector, hmatrix
if (!flag(examples) || !flag(sdl) || !flag(opengl2))
buildable: False
executable vulkan
import: common
main-is: Main.hs

133
examples/sdl/Image.hs Normal file
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@ -0,0 +1,133 @@
{-# language BlockArguments #-}
{-# language LambdaCase #-}
{-# language OverloadedStrings #-}
module Main ( main ) where
import Control.Exception
import Control.Monad.IO.Class
import Control.Monad.Managed
import DearImGui
import qualified DearImGui.Raw as Raw
import DearImGui.OpenGL3
import DearImGui.SDL
import DearImGui.SDL.OpenGL
import Graphics.GL
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}
-- |Creates a texture in memory
--
-- Reserves space on the texture-memory for width*height
create2DTexture :: Int -> Int -> IO Texture
create2DTexture width height = do
alloca $ \ptr -> do
glGenTextures 1 ptr
tID <- peek ptr
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
glEnable GL_TEXTURE_2D
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
-- Initialize SDL
SDL.initializeAll
runManaged do
-- Create a window using SDL. As we're using OpenGL, we need to enable OpenGL too.
w <- 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
-- Create an ImGui context
_ <- managed $ bracket createContext destroyContext
-- Initialize ImGui's SDL2 backend
_ <- managed_ $ bracket_ (sdl2InitForOpenGL w glContext) sdl2Shutdown
-- Initialize ImGui's OpenGL backend
_ <- managed_ $ bracket_ openGL3Init (do
putStrLn "ImguiOpenGL shut down"
openGL3Shutdown)
liftIO $ do
txt <- create2DTexture 500 500
createDummyTexture txt
err <- glGetError
putStrLn $ "Error-code: " ++ show err
liftIO $ do
mainLoop w 1 -- 1 is actually the Ptr address
mainLoop :: SDL.Window -> GLuint -> IO ()
mainLoop w c = do
-- Process the event loop
untilNothingM pollEventWithImGui
-- 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
-- Render
render
glClear GL_COLOR_BUFFER_BIT
openGL3RenderDrawData =<< getDrawData
SDL.glSwapWindow w
mainLoop w c
where
untilNothingM m = m >>= maybe (return ()) (\_ -> untilNothingM m)
main = do gui

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@ -125,6 +125,7 @@ module DearImGui
, smallButton
, invisibleButton
, arrowButton
, Raw.image
, checkbox
, progressBar
, Raw.bullet

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@ -105,6 +105,7 @@ module DearImGui.Raw
, smallButton
, invisibleButton
, arrowButton
, image
, checkbox
, progressBar
, bullet
@ -558,6 +559,31 @@ arrowButton strIdPtr dir = liftIO do
(0 /=) <$> [C.exp| bool { ArrowButton($(char* strIdPtr), $(ImGuiDir dir)) } |]
-- | Image Area to draw a texture
--
-- Wraps @ImGui::Image()
--
-- 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 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()
image userTextureIDPtr sizePtr uv0Ptr uv1Ptr tintColPtr borderColPtr = liftIO do
[C.exp| void {
Image(
$(void* userTextureIDPtr),
*$(ImVec2* sizePtr),
*$(ImVec2* uv0Ptr),
*$(ImVec2* uv1Ptr),
*$(ImVec4* tintColPtr),
*$(ImVec4* borderColPtr)
)
} |]
-- | Wraps @ImGui::Checkbox()@.
checkbox :: (MonadIO m) => CString -> Ptr CBool -> m Bool
checkbox labelPtr boolPtr = liftIO do