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#define NK_IMPLEMENTATION
#include "ui.h"
#include <libplacebo/dispatch.h>
#include <libplacebo/shaders/custom.h>
struct ui_vertex {
float pos[2];
float coord[2];
uint8_t color[4];
};
#define NUM_VERTEX_ATTRIBS 3
struct ui {
pl_gpu gpu;
pl_dispatch dp;
struct nk_context nk;
struct nk_font_atlas atlas;
struct nk_buffer cmds, verts, idx;
struct pl_vertex_attrib attribs_pl[NUM_VERTEX_ATTRIBS];
struct nk_draw_vertex_layout_element attribs_nk[NUM_VERTEX_ATTRIBS+1];
struct nk_convert_config convert_cfg;
};
struct ui *ui_create(pl_gpu gpu)
{
struct ui *ui = malloc(sizeof(struct ui));
if (!ui)
return NULL;
*ui = (struct ui) {
.gpu = gpu,
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.attribs_pl = {
{
.name = "pos",
.offset = offsetof(struct ui_vertex, pos),
.fmt = pl_find_vertex_fmt(gpu, PL_FMT_FLOAT, 2),
}, {
.name = "coord",
.offset = offsetof(struct ui_vertex, coord),
.fmt = pl_find_vertex_fmt(gpu, PL_FMT_FLOAT, 2),
}, {
.name = "vcolor",
.offset = offsetof(struct ui_vertex, color),
.fmt = pl_find_named_fmt(gpu, "rgba8"),
}
},
.attribs_nk = {
{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, offsetof(struct ui_vertex, pos)},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, offsetof(struct ui_vertex, coord)},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, offsetof(struct ui_vertex, color)},
{NK_VERTEX_LAYOUT_END}
},
.convert_cfg = {
.vertex_layout = ui->attribs_nk,
.vertex_size = sizeof(struct ui_vertex),
.vertex_alignment = NK_ALIGNOF(struct ui_vertex),
.shape_AA = NK_ANTI_ALIASING_ON,
.line_AA = NK_ANTI_ALIASING_ON,
.circle_segment_count = 22,
.curve_segment_count = 22,
.arc_segment_count = 22,
.global_alpha = 1.0f,
},
};
// Initialize font atlas using built-in font
nk_font_atlas_init_default(&ui->atlas);
nk_font_atlas_begin(&ui->atlas);
struct nk_font *font = nk_font_atlas_add_default(&ui->atlas, 20, NULL);
struct pl_tex_params tparams = {
.format = pl_find_named_fmt(gpu, "r8"),
.sampleable = true,
.initial_data = nk_font_atlas_bake(&ui->atlas, &tparams.w, &tparams.h,
NK_FONT_ATLAS_ALPHA8),
};
ui->font_tex = pl_tex_create(gpu, &tparams);
nk_font_atlas_end(&ui->atlas, nk_handle_ptr((void *) ui->font_tex),
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nk_font_atlas_cleanup(&ui->atlas);
if (!ui->font_tex)
goto error;
// Initialize nuklear state
if (!nk_init_default(&ui->nk, &font->handle)) {
fprintf(stderr, "NK: failed initializing UI!\n");
goto error;
}
nk_buffer_init_default(&ui->cmds);
nk_buffer_init_default(&ui->verts);
nk_buffer_init_default(&ui->idx);
return ui;
error:
ui_destroy(&ui);
return NULL;
}
void ui_destroy(struct ui **ptr)
{
struct ui *ui = *ptr;
if (!ui)
return;
nk_buffer_free(&ui->cmds);
nk_buffer_free(&ui->verts);
nk_buffer_free(&ui->idx);
nk_free(&ui->nk);
nk_font_atlas_clear(&ui->atlas);
pl_tex_destroy(ui->gpu, &ui->font_tex);
pl_dispatch_destroy(&ui->dp);
free(ui);
*ptr = NULL;
}
void ui_update_input(struct ui *ui, const struct window *win)
{
int x, y;
window_get_cursor(win, &x, &y);
nk_input_begin(&ui->nk);
nk_input_motion(&ui->nk, x, y);
nk_input_button(&ui->nk, NK_BUTTON_LEFT, x, y, window_get_button(win, BTN_LEFT));
nk_input_button(&ui->nk, NK_BUTTON_RIGHT, x, y, window_get_button(win, BTN_RIGHT));
nk_input_button(&ui->nk, NK_BUTTON_MIDDLE, x, y, window_get_button(win, BTN_MIDDLE));
struct nk_vec2 scroll;
window_get_scroll(win, &scroll.x, &scroll.y);
nk_input_scroll(&ui->nk, scroll);
nk_input_end(&ui->nk);
}
struct nk_context *ui_get_context(struct ui *ui)
{
return &ui->nk;
}
bool ui_draw(struct ui *ui, const struct pl_swapchain_frame *frame)
{
if (nk_convert(&ui->nk, &ui->cmds, &ui->verts, &ui->idx, &ui->convert_cfg) != NK_CONVERT_SUCCESS) {
fprintf(stderr, "NK: failed converting draw commands!\n");
return false;
}
const struct nk_draw_command *cmd = NULL;
const uint8_t *vertices = nk_buffer_memory(&ui->verts);
const nk_draw_index *indices = nk_buffer_memory(&ui->idx);
nk_draw_foreach(cmd, &ui->nk, &ui->cmds) {
if (!cmd->elem_count)
continue;
pl_shader sh = pl_dispatch_begin(ui->dp);
pl_shader_custom(sh, &(struct pl_custom_shader) {
.description = "nuklear UI",
.body = "color = textureLod(ui_tex, coord, 0.0).r * vcolor;",
.output = PL_SHADER_SIG_COLOR,
.num_descriptors = 1,
.descriptors = &(struct pl_shader_desc) {
.desc = {
.name = "ui_tex",
.type = PL_DESC_SAMPLED_TEX,
},
.binding = {
.object = cmd->texture.ptr,
.sample_mode = PL_TEX_SAMPLE_NEAREST,
},
},
});
struct pl_color_repr repr = frame->color_repr;
pl_shader_color_map_ex(sh, NULL, pl_color_map_args(
.src = pl_color_space_srgb,
.dst = frame->color_space,
));
bool ok = pl_dispatch_vertex(ui->dp, pl_dispatch_vertex_params(
.shader = &sh,
.target = frame->fbo,
.blend_params = &pl_alpha_overlay,
.scissors = {
.x0 = cmd->clip_rect.x,
.y0 = cmd->clip_rect.y,
.x1 = cmd->clip_rect.x + cmd->clip_rect.w,
.y1 = cmd->clip_rect.y + cmd->clip_rect.h,
},
.vertex_attribs = ui->attribs_pl,
.num_vertex_attribs = NUM_VERTEX_ATTRIBS,
.vertex_stride = sizeof(struct ui_vertex),
.vertex_position_idx = 0,
.vertex_coords = PL_COORDS_ABSOLUTE,
.vertex_flipped = frame->flipped,
.vertex_type = PL_PRIM_TRIANGLE_LIST,
.vertex_count = cmd->elem_count,
.vertex_data = vertices,
.index_data = indices,
if (!ok) {
fprintf(stderr, "placebo: failed rendering UI!\n");
return false;
}
indices += cmd->elem_count;
}
nk_clear(&ui->nk);
nk_buffer_clear(&ui->cmds);
nk_buffer_clear(&ui->verts);
nk_buffer_clear(&ui->idx);
return true;
}