(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('imgui-js')) : typeof define === 'function' && define.amd ? define(['exports', 'imgui-js'], factory) : (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.ImGui_Impl = {}, global.ImGui)); }(this, (function (exports, ImGui) { 'use strict'; let clipboard_text = ""; let canvas = null; exports.gl = null; let g_ShaderHandle = null; let g_VertHandle = null; let g_FragHandle = null; let g_AttribLocationTex = null; let g_AttribLocationProjMtx = null; let g_AttribLocationPosition = -1; let g_AttribLocationUV = -1; let g_AttribLocationColor = -1; let g_VboHandle = null; let g_ElementsHandle = null; let g_FontTexture = null; exports.ctx = null; let prev_time = 0; function document_on_copy(event) { if (event.clipboardData) { event.clipboardData.setData("text/plain", clipboard_text); } // console.log(`${event.type}: "${clipboard_text}"`); event.preventDefault(); } function document_on_cut(event) { if (event.clipboardData) { event.clipboardData.setData("text/plain", clipboard_text); } // console.log(`${event.type}: "${clipboard_text}"`); event.preventDefault(); } function document_on_paste(event) { if (event.clipboardData) { clipboard_text = event.clipboardData.getData("text/plain"); } // console.log(`${event.type}: "${clipboard_text}"`); event.preventDefault(); } function window_on_resize() { if (canvas !== null) { const devicePixelRatio = window.devicePixelRatio || 1; canvas.width = Math.floor(canvas.scrollWidth * devicePixelRatio); canvas.height = Math.floor(canvas.scrollHeight * devicePixelRatio); } } function window_on_gamepadconnected(event /* GamepadEvent */) { console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.", event.gamepad.index, event.gamepad.id, event.gamepad.buttons.length, event.gamepad.axes.length); } function window_on_gamepaddisconnected(event /* GamepadEvent */) { console.log("Gamepad disconnected at index %d: %s.", event.gamepad.index, event.gamepad.id); } function canvas_on_blur(event) { const io = ImGui.GetIO(); io.KeyCtrl = false; io.KeyShift = false; io.KeyAlt = false; io.KeySuper = false; for (let i = 0; i < io.KeysDown.length; ++i) { io.KeysDown[i] = false; } for (let i = 0; i < io.MouseDown.length; ++i) { io.MouseDown[i] = false; } } const key_code_to_index = { "NumpadEnter": 176, }; function canvas_on_keydown(event) { // console.log(event.type, event.key, event.code, event.keyCode); const io = ImGui.GetIO(); io.KeyCtrl = event.ctrlKey; io.KeyShift = event.shiftKey; io.KeyAlt = event.altKey; io.KeySuper = event.metaKey; const key_index = key_code_to_index[event.code] || event.keyCode; ImGui.ASSERT(key_index >= 0 && key_index < ImGui.ARRAYSIZE(io.KeysDown)); io.KeysDown[key_index] = true; // forward to the keypress event if ( /*io.WantCaptureKeyboard ||*/event.key === "Tab") { event.preventDefault(); } } function canvas_on_keyup(event) { // console.log(event.type, event.key, event.code, event.keyCode); const io = ImGui.GetIO(); io.KeyCtrl = event.ctrlKey; io.KeyShift = event.shiftKey; io.KeyAlt = event.altKey; io.KeySuper = event.metaKey; const key_index = key_code_to_index[event.code] || event.keyCode; ImGui.ASSERT(key_index >= 0 && key_index < ImGui.ARRAYSIZE(io.KeysDown)); io.KeysDown[key_index] = false; if (io.WantCaptureKeyboard) { event.preventDefault(); } } function canvas_on_keypress(event) { // console.log(event.type, event.key, event.code, event.keyCode); const io = ImGui.GetIO(); io.AddInputCharacter(event.charCode); if (io.WantCaptureKeyboard) { event.preventDefault(); } } function canvas_on_pointermove(event) { const io = ImGui.GetIO(); io.MousePos.x = event.offsetX; io.MousePos.y = event.offsetY; if (io.WantCaptureMouse) { event.preventDefault(); } } // MouseEvent.button // A number representing a given button: // 0: Main button pressed, usually the left button or the un-initialized state // 1: Auxiliary button pressed, usually the wheel button or the middle button (if present) // 2: Secondary button pressed, usually the right button // 3: Fourth button, typically the Browser Back button // 4: Fifth button, typically the Browser Forward button const mouse_button_map = [0, 2, 1, 3, 4]; function canvas_on_pointerdown(event) { const io = ImGui.GetIO(); io.MousePos.x = event.offsetX; io.MousePos.y = event.offsetY; io.MouseDown[mouse_button_map[event.button]] = true; // if (io.WantCaptureMouse) { // event.preventDefault(); // } } function canvas_on_contextmenu(event) { const io = ImGui.GetIO(); if (io.WantCaptureMouse) { event.preventDefault(); } } function canvas_on_pointerup(event) { const io = ImGui.GetIO(); io.MouseDown[mouse_button_map[event.button]] = false; if (io.WantCaptureMouse) { event.preventDefault(); } } function canvas_on_wheel(event) { const io = ImGui.GetIO(); let scale = 1.0; switch (event.deltaMode) { case event.DOM_DELTA_PIXEL: scale = 0.01; break; case event.DOM_DELTA_LINE: scale = 0.2; break; case event.DOM_DELTA_PAGE: scale = 1.0; break; } io.MouseWheelH = event.deltaX * scale; io.MouseWheel = -event.deltaY * scale; // Mouse wheel: 1 unit scrolls about 5 lines text. if (io.WantCaptureMouse) { event.preventDefault(); } } function Init(value) { const io = ImGui.GetIO(); if (typeof (window) !== "undefined") { io.BackendPlatformName = "imgui_impl_browser"; ImGui.LoadIniSettingsFromMemory(window.localStorage.getItem("imgui.ini") || ""); } else { io.BackendPlatformName = "imgui_impl_console"; } if (typeof (navigator) !== "undefined") { io.ConfigMacOSXBehaviors = navigator.platform.match(/Mac/) !== null; } if (typeof (document) !== "undefined") { document.body.addEventListener("copy", document_on_copy); document.body.addEventListener("cut", document_on_cut); document.body.addEventListener("paste", document_on_paste); } io.SetClipboardTextFn = (user_data, text) => { clipboard_text = text; // console.log(`set clipboard_text: "${clipboard_text}"`); if (typeof navigator !== "undefined" && typeof navigator.clipboard !== "undefined") { // console.log(`clipboard.writeText: "${clipboard_text}"`); navigator.clipboard.writeText(clipboard_text).then(() => { // console.log(`clipboard.writeText: "${clipboard_text}" done.`); }); } }; io.GetClipboardTextFn = (user_data) => { // if (typeof navigator !== "undefined" && typeof (navigator as any).clipboard !== "undefined") { // console.log(`clipboard.readText: "${clipboard_text}"`); // (navigator as any).clipboard.readText().then((text: string): void => { // clipboard_text = text; // console.log(`clipboard.readText: "${clipboard_text}" done.`); // }); // } // console.log(`get clipboard_text: "${clipboard_text}"`); return clipboard_text; }; io.ClipboardUserData = null; if (typeof (window) !== "undefined") { window.addEventListener("resize", window_on_resize); window.addEventListener("gamepadconnected", window_on_gamepadconnected); window.addEventListener("gamepaddisconnected", window_on_gamepaddisconnected); } if (typeof (window) !== "undefined") { if (value instanceof (HTMLCanvasElement)) { canvas = value; value = canvas.getContext("webgl2", { alpha: false }) || canvas.getContext("webgl", { alpha: false }) || canvas.getContext("2d"); } if (typeof WebGL2RenderingContext !== "undefined" && value instanceof (WebGL2RenderingContext)) { io.BackendRendererName = "imgui_impl_webgl2"; canvas = canvas || value.canvas; exports.gl = value; } else if (typeof WebGLRenderingContext !== "undefined" && value instanceof (WebGLRenderingContext)) { io.BackendRendererName = "imgui_impl_webgl"; canvas = canvas || value.canvas; exports.gl = value; } else if (typeof CanvasRenderingContext2D !== "undefined" && value instanceof (CanvasRenderingContext2D)) { io.BackendRendererName = "imgui_impl_2d"; canvas = canvas || value.canvas; exports.ctx = value; } } if (canvas !== null) { window_on_resize(); canvas.style.touchAction = "none"; // Disable browser handling of all panning and zooming gestures. canvas.addEventListener("blur", canvas_on_blur); canvas.addEventListener("keydown", canvas_on_keydown); canvas.addEventListener("keyup", canvas_on_keyup); canvas.addEventListener("keypress", canvas_on_keypress); canvas.addEventListener("pointermove", canvas_on_pointermove); canvas.addEventListener("pointerdown", canvas_on_pointerdown); canvas.addEventListener("contextmenu", canvas_on_contextmenu); canvas.addEventListener("pointerup", canvas_on_pointerup); canvas.addEventListener("wheel", canvas_on_wheel); } // Setup back-end capabilities flags io.BackendFlags |= ImGui.BackendFlags.HasMouseCursors; // We can honor GetMouseCursor() values (optional) // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGui.Key.Tab] = 9; io.KeyMap[ImGui.Key.LeftArrow] = 37; io.KeyMap[ImGui.Key.RightArrow] = 39; io.KeyMap[ImGui.Key.UpArrow] = 38; io.KeyMap[ImGui.Key.DownArrow] = 40; io.KeyMap[ImGui.Key.PageUp] = 33; io.KeyMap[ImGui.Key.PageDown] = 34; io.KeyMap[ImGui.Key.Home] = 36; io.KeyMap[ImGui.Key.End] = 35; io.KeyMap[ImGui.Key.Insert] = 45; io.KeyMap[ImGui.Key.Delete] = 46; io.KeyMap[ImGui.Key.Backspace] = 8; io.KeyMap[ImGui.Key.Space] = 32; io.KeyMap[ImGui.Key.Enter] = 13; io.KeyMap[ImGui.Key.Escape] = 27; io.KeyMap[ImGui.Key.KeyPadEnter] = key_code_to_index["NumpadEnter"]; io.KeyMap[ImGui.Key.A] = 65; io.KeyMap[ImGui.Key.C] = 67; io.KeyMap[ImGui.Key.V] = 86; io.KeyMap[ImGui.Key.X] = 88; io.KeyMap[ImGui.Key.Y] = 89; io.KeyMap[ImGui.Key.Z] = 90; CreateDeviceObjects(); } function Shutdown() { DestroyDeviceObjects(); if (canvas !== null) { canvas.removeEventListener("blur", canvas_on_blur); canvas.removeEventListener("keydown", canvas_on_keydown); canvas.removeEventListener("keyup", canvas_on_keyup); canvas.removeEventListener("keypress", canvas_on_keypress); canvas.removeEventListener("pointermove", canvas_on_pointermove); canvas.removeEventListener("pointerdown", canvas_on_pointerdown); canvas.removeEventListener("contextmenu", canvas_on_contextmenu); canvas.removeEventListener("pointerup", canvas_on_pointerup); canvas.removeEventListener("wheel", canvas_on_wheel); } exports.gl = null; exports.ctx = null; canvas = null; if (typeof (window) !== "undefined") { window.removeEventListener("resize", window_on_resize); window.removeEventListener("gamepadconnected", window_on_gamepadconnected); window.removeEventListener("gamepaddisconnected", window_on_gamepaddisconnected); } if (typeof (document) !== "undefined") { document.body.removeEventListener("copy", document_on_copy); document.body.removeEventListener("cut", document_on_cut); document.body.removeEventListener("paste", document_on_paste); } } function NewFrame(time) { const io = ImGui.GetIO(); if (io.WantSaveIniSettings) { io.WantSaveIniSettings = false; if (typeof (window) !== "undefined") { window.localStorage.setItem("imgui.ini", ImGui.SaveIniSettingsToMemory()); } } const w = canvas && canvas.scrollWidth || 640; const h = canvas && canvas.scrollHeight || 480; const display_w = exports.gl && exports.gl.drawingBufferWidth || w; const display_h = exports.gl && exports.gl.drawingBufferHeight || h; io.DisplaySize.x = w; io.DisplaySize.y = h; io.DisplayFramebufferScale.x = w > 0 ? (display_w / w) : 0; io.DisplayFramebufferScale.y = h > 0 ? (display_h / h) : 0; const dt = time - prev_time; prev_time = time; io.DeltaTime = dt / 1000; if (io.WantSetMousePos) { console.log("TODO: MousePos", io.MousePos.x, io.MousePos.y); } if (typeof (document) !== "undefined") { if (io.MouseDrawCursor) { document.body.style.cursor = "none"; } else { switch (ImGui.GetMouseCursor()) { case ImGui.MouseCursor.None: document.body.style.cursor = "none"; break; default: case ImGui.MouseCursor.Arrow: document.body.style.cursor = "default"; break; case ImGui.MouseCursor.TextInput: document.body.style.cursor = "text"; break; // When hovering over InputText, etc. case ImGui.MouseCursor.ResizeAll: document.body.style.cursor = "all-scroll"; break; // Unused case ImGui.MouseCursor.ResizeNS: document.body.style.cursor = "ns-resize"; break; // When hovering over an horizontal border case ImGui.MouseCursor.ResizeEW: document.body.style.cursor = "ew-resize"; break; // When hovering over a vertical border or a column case ImGui.MouseCursor.ResizeNESW: document.body.style.cursor = "nesw-resize"; break; // When hovering over the bottom-left corner of a window case ImGui.MouseCursor.ResizeNWSE: document.body.style.cursor = "nwse-resize"; break; // When hovering over the bottom-right corner of a window case ImGui.MouseCursor.Hand: document.body.style.cursor = "move"; break; case ImGui.MouseCursor.NotAllowed: document.body.style.cursor = "not-allowed"; break; } } } // Gamepad navigation mapping [BETA] for (let i = 0; i < io.NavInputs.length; ++i) { // TODO: This is currently causing an issue and I have no gamepad to test with. // The error is: ''set' on proxy: trap returned falsish for property '21' // I think that the NavInputs are zeroed out by ImGui at the start of each frame anyway // so I am not sure if the following is even necessary. //io.NavInputs[i] = 0.0; } if (io.ConfigFlags & ImGui.ConfigFlags.NavEnableGamepad) { // Update gamepad inputs const gamepads = (typeof (navigator) !== "undefined" && typeof (navigator.getGamepads) === "function") ? navigator.getGamepads() : []; for (let i = 0; i < gamepads.length; ++i) { const gamepad = gamepads[i]; if (!gamepad) { continue; } io.BackendFlags |= ImGui.BackendFlags.HasGamepad; const buttons_count = gamepad.buttons.length; const axes_count = gamepad.axes.length; function MAP_BUTTON(NAV_NO, BUTTON_NO) { if (!gamepad) { return; } if (buttons_count > BUTTON_NO && gamepad.buttons[BUTTON_NO].pressed) io.NavInputs[NAV_NO] = 1.0; } function MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { if (!gamepad) { return; } let v = (axes_count > AXIS_NO) ? gamepad.axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0) v = 1.0; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } // TODO: map input based on vendor and product id // https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/id const match = gamepad.id.match(/^([0-9a-f]{4})-([0-9a-f]{4})-.*$/); const match_chrome = gamepad.id.match(/^.*\(.*Vendor: ([0-9a-f]{4}) Product: ([0-9a-f]{4})\).*$/); const vendor = (match && match[1]) || (match_chrome && match_chrome[1]) || "0000"; const product = (match && match[2]) || (match_chrome && match_chrome[2]) || "0000"; switch (vendor + product) { case "046dc216": // Logitech Logitech Dual Action (Vendor: 046d Product: c216) MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A MAP_BUTTON(ImGui.NavInput.Cancel, 2); // Circle / B MAP_BUTTON(ImGui.NavInput.Menu, 0); // Square / X MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y MAP_ANALOG(ImGui.NavInput.DpadLeft, 4, -0.3, -0.9); // D-Pad Left MAP_ANALOG(ImGui.NavInput.DpadRight, 4, +0.3, +0.9); // D-Pad Right MAP_ANALOG(ImGui.NavInput.DpadUp, 5, -0.3, -0.9); // D-Pad Up MAP_ANALOG(ImGui.NavInput.DpadDown, 5, +0.3, +0.9); // D-Pad Down MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); break; case "046dc21d": // Logitech Gamepad F310 (STANDARD GAMEPAD Vendor: 046d Product: c21d) MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB MAP_ANALOG(ImGui.NavInput.TweakSlow, 6, +0.3, +0.9); // L2 / LT MAP_ANALOG(ImGui.NavInput.TweakFast, 7, +0.3, +0.9); // R2 / RT MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); break; case "2dc86001": // 8Bitdo SN30 Pro 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6001) case "2dc86101": // 8Bitdo SN30 Pro (Vendor: 2dc8 Product: 6101) MAP_BUTTON(ImGui.NavInput.Activate, 1); // Cross / A MAP_BUTTON(ImGui.NavInput.Cancel, 0); // Circle / B MAP_BUTTON(ImGui.NavInput.Menu, 4); // Square / X MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y MAP_ANALOG(ImGui.NavInput.DpadLeft, 6, -0.3, -0.9); // D-Pad Left MAP_ANALOG(ImGui.NavInput.DpadRight, 6, +0.3, +0.9); // D-Pad Right MAP_ANALOG(ImGui.NavInput.DpadUp, 7, -0.3, -0.9); // D-Pad Up MAP_ANALOG(ImGui.NavInput.DpadDown, 7, +0.3, +0.9); // D-Pad Down MAP_BUTTON(ImGui.NavInput.FocusPrev, 6); // L1 / LB MAP_BUTTON(ImGui.NavInput.FocusNext, 7); // R1 / RB MAP_BUTTON(ImGui.NavInput.TweakSlow, 8); // L2 / LT MAP_BUTTON(ImGui.NavInput.TweakFast, 9); // R2 / RT MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); break; default: // standard gamepad: https://w3c.github.io/gamepad/#remapping MAP_BUTTON(ImGui.NavInput.Activate, 0); // Cross / A MAP_BUTTON(ImGui.NavInput.Cancel, 1); // Circle / B MAP_BUTTON(ImGui.NavInput.Menu, 2); // Square / X MAP_BUTTON(ImGui.NavInput.Input, 3); // Triangle / Y MAP_BUTTON(ImGui.NavInput.DpadLeft, 14); // D-Pad Left MAP_BUTTON(ImGui.NavInput.DpadRight, 15); // D-Pad Right MAP_BUTTON(ImGui.NavInput.DpadUp, 12); // D-Pad Up MAP_BUTTON(ImGui.NavInput.DpadDown, 13); // D-Pad Down MAP_BUTTON(ImGui.NavInput.FocusPrev, 4); // L1 / LB MAP_BUTTON(ImGui.NavInput.FocusNext, 5); // R1 / RB MAP_BUTTON(ImGui.NavInput.TweakSlow, 6); // L2 / LT MAP_BUTTON(ImGui.NavInput.TweakFast, 7); // R2 / RT MAP_ANALOG(ImGui.NavInput.LStickLeft, 0, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickRight, 0, +0.3, +0.9); MAP_ANALOG(ImGui.NavInput.LStickUp, 1, -0.3, -0.9); MAP_ANALOG(ImGui.NavInput.LStickDown, 1, +0.3, +0.9); break; } } } } function RenderDrawData(draw_data = ImGui.GetDrawData()) { const io = ImGui.GetIO(); if (draw_data === null) { throw new Error(); } exports.gl || exports.ctx || console.log(draw_data); // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) const fb_width = io.DisplaySize.x * io.DisplayFramebufferScale.x; const fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; if (fb_width === 0 || fb_height === 0) { return; } draw_data.ScaleClipRects(io.DisplayFramebufferScale); const gl2 = typeof WebGL2RenderingContext !== "undefined" && exports.gl instanceof WebGL2RenderingContext && exports.gl || null; const gl_vao = exports.gl && exports.gl.getExtension("OES_vertex_array_object") || null; // Backup GL state const last_active_texture = exports.gl && exports.gl.getParameter(exports.gl.ACTIVE_TEXTURE) || null; const last_program = exports.gl && exports.gl.getParameter(exports.gl.CURRENT_PROGRAM) || null; const last_texture = exports.gl && exports.gl.getParameter(exports.gl.TEXTURE_BINDING_2D) || null; const last_array_buffer = exports.gl && exports.gl.getParameter(exports.gl.ARRAY_BUFFER_BINDING) || null; const last_element_array_buffer = exports.gl && exports.gl.getParameter(exports.gl.ELEMENT_ARRAY_BUFFER_BINDING) || null; const last_vertex_array_object = gl2 && gl2.getParameter(gl2.VERTEX_ARRAY_BINDING) || exports.gl && gl_vao && exports.gl.getParameter(gl_vao.VERTEX_ARRAY_BINDING_OES) || null; // GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); const last_viewport = exports.gl && exports.gl.getParameter(exports.gl.VIEWPORT) || null; const last_scissor_box = exports.gl && exports.gl.getParameter(exports.gl.SCISSOR_BOX) || null; const last_blend_src_rgb = exports.gl && exports.gl.getParameter(exports.gl.BLEND_SRC_RGB) || null; const last_blend_dst_rgb = exports.gl && exports.gl.getParameter(exports.gl.BLEND_DST_RGB) || null; const last_blend_src_alpha = exports.gl && exports.gl.getParameter(exports.gl.BLEND_SRC_ALPHA) || null; const last_blend_dst_alpha = exports.gl && exports.gl.getParameter(exports.gl.BLEND_DST_ALPHA) || null; const last_blend_equation_rgb = exports.gl && exports.gl.getParameter(exports.gl.BLEND_EQUATION_RGB) || null; const last_blend_equation_alpha = exports.gl && exports.gl.getParameter(exports.gl.BLEND_EQUATION_ALPHA) || null; const last_enable_blend = exports.gl && exports.gl.getParameter(exports.gl.BLEND) || null; const last_enable_cull_face = exports.gl && exports.gl.getParameter(exports.gl.CULL_FACE) || null; const last_enable_depth_test = exports.gl && exports.gl.getParameter(exports.gl.DEPTH_TEST) || null; const last_enable_scissor_test = exports.gl && exports.gl.getParameter(exports.gl.SCISSOR_TEST) || null; // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. const vertex_array_object = gl2 && gl2.createVertexArray() || gl_vao && gl_vao.createVertexArrayOES(); // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill exports.gl && exports.gl.enable(exports.gl.BLEND); exports.gl && exports.gl.blendEquation(exports.gl.FUNC_ADD); exports.gl && exports.gl.blendFunc(exports.gl.SRC_ALPHA, exports.gl.ONE_MINUS_SRC_ALPHA); exports.gl && exports.gl.disable(exports.gl.CULL_FACE); exports.gl && exports.gl.disable(exports.gl.DEPTH_TEST); exports.gl && exports.gl.enable(exports.gl.SCISSOR_TEST); // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. exports.gl && exports.gl.viewport(0, 0, fb_width, fb_height); const L = draw_data.DisplayPos.x; const R = draw_data.DisplayPos.x + draw_data.DisplaySize.x; const T = draw_data.DisplayPos.y; const B = draw_data.DisplayPos.y + draw_data.DisplaySize.y; const ortho_projection = new Float32Array([ 2.0 / (R - L), 0.0, 0.0, 0.0, 0.0, 2.0 / (T - B), 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, (R + L) / (L - R), (T + B) / (B - T), 0.0, 1.0, ]); exports.gl && exports.gl.useProgram(g_ShaderHandle); exports.gl && exports.gl.uniform1i(g_AttribLocationTex, 0); exports.gl && g_AttribLocationProjMtx && exports.gl.uniformMatrix4fv(g_AttribLocationProjMtx, false, ortho_projection); gl2 && gl2.bindVertexArray(vertex_array_object) || gl_vao && gl_vao.bindVertexArrayOES(vertex_array_object); // Render command lists exports.gl && exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, g_VboHandle); exports.gl && exports.gl.enableVertexAttribArray(g_AttribLocationPosition); exports.gl && exports.gl.enableVertexAttribArray(g_AttribLocationUV); exports.gl && exports.gl.enableVertexAttribArray(g_AttribLocationColor); exports.gl && exports.gl.vertexAttribPointer(g_AttribLocationPosition, 2, exports.gl.FLOAT, false, ImGui.DrawVertSize, ImGui.DrawVertPosOffset); exports.gl && exports.gl.vertexAttribPointer(g_AttribLocationUV, 2, exports.gl.FLOAT, false, ImGui.DrawVertSize, ImGui.DrawVertUVOffset); exports.gl && exports.gl.vertexAttribPointer(g_AttribLocationColor, 4, exports.gl.UNSIGNED_BYTE, true, ImGui.DrawVertSize, ImGui.DrawVertColOffset); // Draw const pos = draw_data.DisplayPos; const idx_buffer_type = exports.gl && ((ImGui.DrawIdxSize === 4) ? exports.gl.UNSIGNED_INT : exports.gl.UNSIGNED_SHORT) || 0; draw_data.IterateDrawLists((draw_list) => { exports.gl || exports.ctx || console.log(draw_list); exports.gl || exports.ctx || console.log("VtxBuffer.length", draw_list.VtxBuffer.length); exports.gl || exports.ctx || console.log("IdxBuffer.length", draw_list.IdxBuffer.length); let idx_buffer_offset = 0; exports.gl && exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, g_VboHandle); exports.gl && exports.gl.bufferData(exports.gl.ARRAY_BUFFER, draw_list.VtxBuffer, exports.gl.STREAM_DRAW); exports.gl && exports.gl.bindBuffer(exports.gl.ELEMENT_ARRAY_BUFFER, g_ElementsHandle); exports.gl && exports.gl.bufferData(exports.gl.ELEMENT_ARRAY_BUFFER, draw_list.IdxBuffer, exports.gl.STREAM_DRAW); draw_list.IterateDrawCmds((draw_cmd) => { exports.gl || exports.ctx || console.log(draw_cmd); exports.gl || exports.ctx || console.log("ElemCount", draw_cmd.ElemCount); exports.gl || exports.ctx || console.log("ClipRect", draw_cmd.ClipRect.x, fb_height - draw_cmd.ClipRect.w, draw_cmd.ClipRect.z - draw_cmd.ClipRect.x, draw_cmd.ClipRect.w - draw_cmd.ClipRect.y); exports.gl || exports.ctx || console.log("TextureId", draw_cmd.TextureId); if (!exports.gl && !exports.ctx) { console.log("i: pos.x pos.y uv.x uv.y col"); for (let i = 0; i < Math.min(3, draw_cmd.ElemCount); ++i) { const view = new ImGui.DrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i * ImGui.DrawVertSize); console.log(`${i}: ${view.pos[0].toFixed(2)} ${view.pos[1].toFixed(2)} ${view.uv[0].toFixed(5)} ${view.uv[1].toFixed(5)} ${("00000000" + view.col[0].toString(16)).substr(-8)}`); } } if (draw_cmd.UserCallback !== null) { // User callback (registered via ImDrawList::AddCallback) draw_cmd.UserCallback(draw_list, draw_cmd); } else { const clip_rect = new ImGui.Vec4(draw_cmd.ClipRect.x - pos.x, draw_cmd.ClipRect.y - pos.y, draw_cmd.ClipRect.z - pos.x, draw_cmd.ClipRect.w - pos.y); if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0 && clip_rect.w >= 0.0) { // Apply scissor/clipping rectangle exports.gl && exports.gl.scissor(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); // Bind texture, Draw exports.gl && exports.gl.activeTexture(exports.gl.TEXTURE0); exports.gl && exports.gl.bindTexture(exports.gl.TEXTURE_2D, draw_cmd.TextureId); exports.gl && exports.gl.drawElements(exports.gl.TRIANGLES, draw_cmd.ElemCount, idx_buffer_type, idx_buffer_offset); if (exports.ctx) { exports.ctx.save(); exports.ctx.beginPath(); exports.ctx.rect(clip_rect.x, clip_rect.y, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); exports.ctx.clip(); const idx = ImGui.DrawIdxSize === 4 ? new Uint32Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset) : new Uint16Array(draw_list.IdxBuffer.buffer, draw_list.IdxBuffer.byteOffset + idx_buffer_offset); for (let i = 0; i < draw_cmd.ElemCount; i += 3) { const i0 = idx[i + 0]; const i1 = idx[i + 1]; const i2 = idx[i + 2]; const v0 = new ImGui.DrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i0 * ImGui.DrawVertSize); const v1 = new ImGui.DrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i1 * ImGui.DrawVertSize); const v2 = new ImGui.DrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i2 * ImGui.DrawVertSize); const i3 = idx[i + 3]; const i4 = idx[i + 4]; const i5 = idx[i + 5]; const v3 = new ImGui.DrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i3 * ImGui.DrawVertSize); const v4 = new ImGui.DrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i4 * ImGui.DrawVertSize); const v5 = new ImGui.DrawVert(draw_list.VtxBuffer.buffer, draw_list.VtxBuffer.byteOffset + i5 * ImGui.DrawVertSize); let quad = true; let minmin = v0; let minmax = v0; let maxmin = v0; let maxmax = v0; for (const v of [v1, v2, v3, v4, v5]) { let found = false; if (v.pos[0] <= minmin.pos[0] && v.pos[1] <= minmin.pos[1]) { minmin = v; found = true; } if (v.pos[0] <= minmax.pos[0] && v.pos[1] >= minmax.pos[1]) { minmax = v; found = true; } if (v.pos[0] >= maxmin.pos[0] && v.pos[1] <= maxmin.pos[1]) { maxmin = v; found = true; } if (v.pos[0] >= maxmax.pos[0] && v.pos[1] >= maxmax.pos[1]) { maxmax = v; found = true; } if (!found) { quad = false; } } quad = quad && (minmin.pos[0] === minmax.pos[0]); quad = quad && (maxmin.pos[0] === maxmax.pos[0]); quad = quad && (minmin.pos[1] === maxmin.pos[1]); quad = quad && (minmax.pos[1] === maxmax.pos[1]); if (quad) { if (minmin.uv[0] === maxmax.uv[0] || minmin.uv[1] === maxmax.uv[1]) { // one vertex color exports.ctx.beginPath(); exports.ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); exports.ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; exports.ctx.fill(); } else { // no vertex color const image = draw_cmd.TextureId; // HACK const width = image instanceof HTMLVideoElement ? image.videoWidth : image.width; const height = image instanceof HTMLVideoElement ? image.videoHeight : image.height; image && exports.ctx.drawImage(image, minmin.uv[0] * width, minmin.uv[1] * height, (maxmax.uv[0] - minmin.uv[0]) * width, (maxmax.uv[1] - minmin.uv[1]) * height, minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); // ctx.beginPath(); // ctx.rect(minmin.pos[0], minmin.pos[1], maxmax.pos[0] - minmin.pos[0], maxmax.pos[1] - minmin.pos[1]); // ctx.strokeStyle = "yellow"; // ctx.stroke(); } i += 3; } else { // one vertex color, no texture exports.ctx.beginPath(); exports.ctx.moveTo(v0.pos[0], v0.pos[1]); exports.ctx.lineTo(v1.pos[0], v1.pos[1]); exports.ctx.lineTo(v2.pos[0], v2.pos[1]); exports.ctx.closePath(); exports.ctx.fillStyle = `rgba(${v0.col[0] >> 0 & 0xff}, ${v0.col[0] >> 8 & 0xff}, ${v0.col[0] >> 16 & 0xff}, ${(v0.col[0] >> 24 & 0xff) / 0xff})`; exports.ctx.fill(); } } exports.ctx.restore(); } } } idx_buffer_offset += draw_cmd.ElemCount * ImGui.DrawIdxSize; }); }); // Destroy the temporary VAO gl2 && gl2.deleteVertexArray(vertex_array_object) || gl_vao && gl_vao.deleteVertexArrayOES(vertex_array_object); // Restore modified GL state exports.gl && (last_program !== null) && exports.gl.useProgram(last_program); exports.gl && (last_texture !== null) && exports.gl.bindTexture(exports.gl.TEXTURE_2D, last_texture); exports.gl && (last_active_texture !== null) && exports.gl.activeTexture(last_active_texture); gl2 && gl2.bindVertexArray(last_vertex_array_object) || gl_vao && gl_vao.bindVertexArrayOES(last_vertex_array_object); exports.gl && (last_array_buffer !== null) && exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, last_array_buffer); exports.gl && (last_element_array_buffer !== null) && exports.gl.bindBuffer(exports.gl.ELEMENT_ARRAY_BUFFER, last_element_array_buffer); exports.gl && (last_blend_equation_rgb !== null && last_blend_equation_alpha !== null) && exports.gl.blendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); exports.gl && (last_blend_src_rgb !== null && last_blend_src_alpha !== null && last_blend_dst_rgb !== null && last_blend_dst_alpha !== null) && exports.gl.blendFuncSeparate(last_blend_src_rgb, last_blend_src_alpha, last_blend_dst_rgb, last_blend_dst_alpha); exports.gl && (last_enable_blend ? exports.gl.enable(exports.gl.BLEND) : exports.gl.disable(exports.gl.BLEND)); exports.gl && (last_enable_cull_face ? exports.gl.enable(exports.gl.CULL_FACE) : exports.gl.disable(exports.gl.CULL_FACE)); exports.gl && (last_enable_depth_test ? exports.gl.enable(exports.gl.DEPTH_TEST) : exports.gl.disable(exports.gl.DEPTH_TEST)); exports.gl && (last_enable_scissor_test ? exports.gl.enable(exports.gl.SCISSOR_TEST) : exports.gl.disable(exports.gl.SCISSOR_TEST)); // glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); exports.gl && (last_viewport !== null) && exports.gl.viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]); exports.gl && (last_scissor_box !== null) && exports.gl.scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]); } function CreateFontsTexture() { const io = ImGui.GetIO(); // Backup GL state const last_texture = exports.gl && exports.gl.getParameter(exports.gl.TEXTURE_BINDING_2D); // Build texture atlas // const width: number = 256; // const height: number = 256; // const pixels: Uint8Array = new Uint8Array(4 * width * height).fill(0xff); const { width, height, pixels } = io.Fonts.GetTexDataAsRGBA32(); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // console.log(`font texture ${width} x ${height} @ ${pixels.length}`); // Upload texture to graphics system g_FontTexture = exports.gl && exports.gl.createTexture(); exports.gl && exports.gl.bindTexture(exports.gl.TEXTURE_2D, g_FontTexture); exports.gl && exports.gl.texParameteri(exports.gl.TEXTURE_2D, exports.gl.TEXTURE_MIN_FILTER, exports.gl.LINEAR); exports.gl && exports.gl.texParameteri(exports.gl.TEXTURE_2D, exports.gl.TEXTURE_MAG_FILTER, exports.gl.LINEAR); // gl && gl.pixelStorei(gl.UNPACK_ROW_LENGTH); // WebGL2 exports.gl && exports.gl.texImage2D(exports.gl.TEXTURE_2D, 0, exports.gl.RGBA, width, height, 0, exports.gl.RGBA, exports.gl.UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts.TexID = g_FontTexture || { foo: "bar" }; // console.log("font texture id", g_FontTexture); if (exports.ctx) { const image_canvas = document.createElement("canvas"); image_canvas.width = width; image_canvas.height = height; const image_ctx = image_canvas.getContext("2d"); if (image_ctx === null) { throw new Error(); } const image_data = image_ctx.getImageData(0, 0, width, height); image_data.data.set(pixels); image_ctx.putImageData(image_data, 0, 0); io.Fonts.TexID = image_canvas; } // Restore modified GL state exports.gl && last_texture && exports.gl.bindTexture(exports.gl.TEXTURE_2D, last_texture); } function DestroyFontsTexture() { const io = ImGui.GetIO(); io.Fonts.TexID = null; exports.gl && exports.gl.deleteTexture(g_FontTexture); g_FontTexture = null; } function CreateDeviceObjects() { const vertex_shader = [ "uniform mat4 ProjMtx;", "attribute vec2 Position;", "attribute vec2 UV;", "attribute vec4 Color;", "varying vec2 Frag_UV;", "varying vec4 Frag_Color;", "void main() {", " Frag_UV = UV;", " Frag_Color = Color;", " gl_Position = ProjMtx * vec4(Position.xy,0,1);", "}", ]; const fragment_shader = [ "precision mediump float;", "uniform sampler2D Texture;", "varying vec2 Frag_UV;", "varying vec4 Frag_Color;", "void main() {", " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);", "}", ]; g_ShaderHandle = exports.gl && exports.gl.createProgram(); g_VertHandle = exports.gl && exports.gl.createShader(exports.gl.VERTEX_SHADER); g_FragHandle = exports.gl && exports.gl.createShader(exports.gl.FRAGMENT_SHADER); exports.gl && exports.gl.shaderSource(g_VertHandle, vertex_shader.join("\n")); exports.gl && exports.gl.shaderSource(g_FragHandle, fragment_shader.join("\n")); exports.gl && exports.gl.compileShader(g_VertHandle); exports.gl && exports.gl.compileShader(g_FragHandle); exports.gl && exports.gl.attachShader(g_ShaderHandle, g_VertHandle); exports.gl && exports.gl.attachShader(g_ShaderHandle, g_FragHandle); exports.gl && exports.gl.linkProgram(g_ShaderHandle); g_AttribLocationTex = exports.gl && exports.gl.getUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationProjMtx = exports.gl && exports.gl.getUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationPosition = exports.gl && exports.gl.getAttribLocation(g_ShaderHandle, "Position") || 0; g_AttribLocationUV = exports.gl && exports.gl.getAttribLocation(g_ShaderHandle, "UV") || 0; g_AttribLocationColor = exports.gl && exports.gl.getAttribLocation(g_ShaderHandle, "Color") || 0; g_VboHandle = exports.gl && exports.gl.createBuffer(); g_ElementsHandle = exports.gl && exports.gl.createBuffer(); CreateFontsTexture(); } function DestroyDeviceObjects() { DestroyFontsTexture(); exports.gl && exports.gl.deleteBuffer(g_VboHandle); g_VboHandle = null; exports.gl && exports.gl.deleteBuffer(g_ElementsHandle); g_ElementsHandle = null; g_AttribLocationTex = null; g_AttribLocationProjMtx = null; g_AttribLocationPosition = -1; g_AttribLocationUV = -1; g_AttribLocationColor = -1; exports.gl && exports.gl.deleteProgram(g_ShaderHandle); g_ShaderHandle = null; exports.gl && exports.gl.deleteShader(g_VertHandle); g_VertHandle = null; exports.gl && exports.gl.deleteShader(g_FragHandle); g_FragHandle = null; } exports.CreateDeviceObjects = CreateDeviceObjects; exports.CreateFontsTexture = CreateFontsTexture; exports.DestroyDeviceObjects = DestroyDeviceObjects; exports.DestroyFontsTexture = DestroyFontsTexture; exports.Init = Init; exports.NewFrame = NewFrame; exports.RenderDrawData = RenderDrawData; exports.Shutdown = Shutdown; Object.defineProperty(exports, '__esModule', { value: true }); })));