GUI: add an OpenGL render backend

enable by adding `renderBackend=OpenGL` to furnace.cfg
This commit is contained in:
tildearrow 2023-06-03 01:41:34 -05:00
parent 55c2be8cec
commit 541985bd87
15 changed files with 603 additions and 301 deletions

View File

@ -54,12 +54,21 @@ else()
set(WITH_JACK_DEFAULT OFF)
endif()
set(WITH_RENDER_SDL_DEFAULT ON)
if (APPLE)
set(WITH_RENDER_OPENGL_DEFAULT OFF)
else()
set(WITH_RENDER_OPENGL_DEFAULT ON)
endif()
option(BUILD_GUI "Build the tracker (disable to build only a headless player)" ${BUILD_GUI_DEFAULT})
option(USE_RTMIDI "Build with MIDI support using RtMidi." ${USE_RTMIDI_DEFAULT})
option(USE_SDL2 "Build with SDL2. Required to build with GUI." ${USE_SDL2_DEFAULT})
option(USE_SNDFILE "Build with libsndfile. Required in order to work with audio files." ${USE_SNDFILE_DEFAULT})
option(USE_BACKWARD "Use backward-cpp to print a backtrace on crash/abort." ${USE_BACKWARD_DEFAULT})
option(WITH_JACK "Whether to build with JACK support. Auto-detects if JACK is available" ${WITH_JACK_DEFAULT})
option(WITH_RENDER_SDL "Whether to build with the SDL_Renderer render backend." ${WITH_RENDER_SDL_DEFAULT})
option(WITH_RENDER_OPENGL "Whether to build with the OpenGL render backend." ${WITH_RENDER_OPENGL_DEFAULT})
option(SYSTEM_FFTW "Use a system-installed version of FFTW instead of the vendored one" OFF)
option(SYSTEM_FMT "Use a system-installed version of fmt instead of the vendored one" OFF)
option(SYSTEM_LIBSNDFILE "Use a system-installed version of libsndfile instead of the vendored one" OFF)
@ -92,7 +101,7 @@ set(DEPENDENCIES_LIBRARY_DIRS "")
set(DEPENDENCIES_LINK_OPTIONS "")
set(DEPENDENCIES_LEGACY_LDFLAGS "")
if (BUILD_GUI)
if (BUILD_GUI AND WITH_RENDER_SDL)
set(SYSTEM_SDL_MIN_VER 2.0.18)
else()
set(SYSTEM_SDL_MIN_VER 2.0.0)
@ -278,6 +287,12 @@ else()
endif()
endif()
if (BUILD_GUI)
if (NOT WITH_RENDER_SDL AND NOT WITH_RENDER_OPENGL)
message(FATAL_ERROR "No render backends selected!")
endif()
endif()
set(AUDIO_SOURCES
src/audio/abstract.cpp
src/audio/midi.cpp
@ -580,7 +595,6 @@ extern/imgui_patched/imgui.cpp
extern/imgui_patched/imgui_draw.cpp
extern/imgui_patched/imgui_tables.cpp
extern/imgui_patched/imgui_widgets.cpp
extern/imgui_patched/backends/imgui_impl_sdlrenderer.cpp
extern/imgui_patched/backends/imgui_impl_sdl.cpp
extern/imgui_patched/misc/cpp/imgui_stdlib.cpp
extern/igfd/ImGuiFileDialog.cpp
@ -679,6 +693,25 @@ if (APPLE)
list(APPEND GUI_SOURCES extern/nfd-modified/src/nfd_cocoa.mm)
endif()
if (WITH_RENDER_SDL)
list(APPEND GUI_SOURCES src/gui/render/renderSDL.cpp)
list(APPEND GUI_SOURCES extern/imgui_patched/backends/imgui_impl_sdlrenderer.cpp)
list(APPEND DEPENDENCIES_DEFINES HAVE_RENDER_SDL)
message(STATUS "UI render backend: SDL_Renderer")
endif()
if (WITH_RENDER_OPENGL)
list(APPEND GUI_SOURCES src/gui/render/renderGL.cpp)
list(APPEND GUI_SOURCES extern/imgui_patched/backends/imgui_impl_opengl3.cpp)
list(APPEND DEPENDENCIES_DEFINES HAVE_RENDER_GL)
if (WIN32)
list(APPEND DEPENDENCIES_LIBRARIES opengl32)
else()
list(APPEND DEPENDENCIES_LIBRARIES GL)
endif()
message(STATUS "UI render backend: OpenGL")
endif()
if (NOT WIN32 AND NOT APPLE)
CHECK_INCLUDE_FILE(sys/io.h SYS_IO_FOUND)
CHECK_INCLUDE_FILE(linux/input.h LINUX_INPUT_FOUND)

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@ -1,253 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version.
#include "imgui.h"
#include "imgui_impl_sdlrenderer.h"
#include <SDL_render.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// SDL
#include <SDL.h>
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer_Shutdown()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer_SetupRenderState()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, NULL);
SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
}
bool ImGui_ImplSDLRenderer_NewFrame()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
if (!bd->FontTexture)
return ImGui_ImplSDLRenderer_CreateDeviceObjects();
return true;
}
void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_SetTextureScaleMode(tex, SDL_ScaleModeBest); // ???
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (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.
// Upload texture to graphics system
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == NULL)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = NULL;
}
}
bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer_DestroyFontsTexture();
}

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@ -1,31 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();

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@ -179,7 +179,7 @@ void FurnaceGUI::drawChanOsc() {
ImVec2 gradLeft=ImGui::GetCursorPos();
ImVec2 gradSize=ImVec2(400.0f*dpiScale,400.0f*dpiScale);
ImGui::Image(chanOscGradTex,gradSize);
ImGui::Image(rend->getTextureID(chanOscGradTex),gradSize);
ImVec2 gradLeftAbs=ImGui::GetItemRectMin();
if (ImGui::IsItemClicked(ImGuiMouseButton_Right)) {
if (chanOscGrad.points.size()<32) {

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@ -30,7 +30,6 @@
#include "imgui.h"
#include "imgui_internal.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_sdlrenderer.h"
#include "ImGuiFileDialog.h"
#include "IconsFontAwesome4.h"
#include "misc/cpp/imgui_stdlib.h"
@ -3763,7 +3762,7 @@ bool FurnaceGUI::loop() {
layoutTimeBegin=SDL_GetPerformanceCounter();
if (!ImGui_ImplSDLRenderer_NewFrame()) {
if (!rend->newFrame()) {
fontsFailed=true;
}
ImGui_ImplSDL2_NewFrame(sdlWin);
@ -5848,9 +5847,11 @@ bool FurnaceGUI::loop() {
ImGui::GetIO().Fonts->Clear();
mainFont=ImGui::GetIO().Fonts->AddFontDefault();
patFont=mainFont;
ImGui_ImplSDLRenderer_DestroyFontsTexture();
if (rend) rend->destroyFontsTexture();
if (!ImGui::GetIO().Fonts->Build()) {
logE("error again while building font atlas!");
} else {
rend->createFontsTexture();
}
}
@ -6116,7 +6117,27 @@ bool FurnaceGUI::init() {
logV("window size: %dx%d",scrW,scrH);
sdlWin=SDL_CreateWindow("Furnace",scrX,scrY,scrW,scrH,SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALLOW_HIGHDPI|(scrMax?SDL_WINDOW_MAXIMIZED:0)|(fullScreen?SDL_WINDOW_FULLSCREEN_DESKTOP:0));
if (!initRender()) {
if (settings.renderBackend=="OpenGL") {
settings.renderBackend="";
e->setConf("renderBackend","");
e->saveConf();
lastError=fmt::sprintf("\r\nthe render backend has been set to a safe value. please restart Furnace.");
} else {
lastError=fmt::sprintf("could not init renderer! %s",SDL_GetError());
if (!settings.renderDriver.empty()) {
settings.renderDriver="";
e->setConf("renderDriver","");
e->saveConf();
lastError=fmt::sprintf("\r\nthe render driver has been set to a safe value. please restart Furnace.");
}
}
return false;
}
rend->preInit();
sdlWin=SDL_CreateWindow("Furnace",scrX,scrY,scrW,scrH,SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALLOW_HIGHDPI|(scrMax?SDL_WINDOW_MAXIMIZED:0)|(fullScreen?SDL_WINDOW_FULLSCREEN_DESKTOP:0)|rend->getWindowFlags());
if (sdlWin==NULL) {
lastError=fmt::sprintf("could not open window! %s",SDL_GetError());
return false;
@ -6180,7 +6201,7 @@ bool FurnaceGUI::init() {
SDL_SetHint(SDL_HINT_RENDER_DRIVER,settings.renderDriver.c_str());
}
if (!initRender()) {
if (!rend->init(sdlWin)) {
if (settings.renderBackend=="OpenGL") {
settings.renderBackend="";
e->setConf("renderBackend","");
@ -6222,7 +6243,7 @@ bool FurnaceGUI::init() {
ImGui::GetIO().Fonts->Clear();
mainFont=ImGui::GetIO().Fonts->AddFontDefault();
patFont=mainFont;
ImGui_ImplSDLRenderer_DestroyFontsTexture();
if (rend) rend->destroyFontsTexture();
if (!ImGui::GetIO().Fonts->Build()) {
logE("error again while building font atlas!");
}
@ -6457,6 +6478,8 @@ bool FurnaceGUI::finish() {
FurnaceGUI::FurnaceGUI():
e(NULL),
renderBackend(GUI_BACKEND_SDL),
rend(NULL),
sdlWin(NULL),
vibrator(NULL),
vibratorAvailable(false),

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@ -24,7 +24,6 @@
#include "../engine/waveSynth.h"
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_sdlrenderer.h"
#include <SDL.h>
#include <fftw3.h>
#include <deque>
@ -1227,6 +1226,7 @@ enum FurnaceGUIBlendMode {
class FurnaceGUIRender {
public:
virtual ImTextureID getTextureID(void* which);
virtual bool lockTexture(void* which, void** data, int* pitch);
virtual bool unlockTexture(void* which);
virtual bool updateTexture(void* which, void* data, int pitch);
@ -1235,10 +1235,15 @@ class FurnaceGUIRender {
virtual void setTextureBlendMode(void* which, FurnaceGUIBlendMode mode);
virtual void setBlendMode(FurnaceGUIBlendMode mode);
virtual void clear(ImVec4 color);
virtual bool newFrame();
virtual void createFontsTexture();
virtual void destroyFontsTexture();
virtual void renderGUI();
virtual void wipe(float alpha);
virtual void present();
virtual bool getOutputSize(int& w, int& h);
virtual int getWindowFlags();
virtual void preInit();
virtual bool init(SDL_Window* win);
virtual void initGUI(SDL_Window* win);
virtual void quitGUI();

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@ -69,7 +69,7 @@ void FurnaceGUI::drawImage(ImDrawList* dl, FurnaceGUIImages image, const ImVec2&
ImU32 colorConverted=ImGui::GetColorU32(imgColor);
dl->AddImageQuad(img,quad0,quad1,quad2,quad3,uv0,uv1,uv2,uv3,colorConverted);
dl->AddImageQuad(rend->getTextureID(img),quad0,quad1,quad2,quad3,uv0,uv1,uv2,uv3,colorConverted);
}
void FurnaceGUI::endIntroTune() {

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@ -18,13 +18,51 @@
*/
#include "gui.h"
#include "../ta-log.h"
#ifdef HAVE_RENDER_SDL
#include "render/renderSDL.h"
#endif
#ifdef HAVE_RENDER_GL
#include "render/renderGL.h"
#endif
#ifdef HAVE_RENDER_SDL
#define GUI_BACKEND_DEFAULT GUI_BACKEND_SDL
#else
#define GUI_BACKEND_DEFAULT GUI_BACKEND_GL
#endif
bool FurnaceGUI::initRender() {
if (rend!=NULL) return false;
if (settings.renderBackend=="OpenGL") {
renderBackend=GUI_BACKEND_GL;
} else if (settings.renderBackend=="SDL") {
renderBackend=GUI_BACKEND_SDL;
} else {
renderBackend=GUI_BACKEND_DEFAULT;
}
rend=new FurnaceGUIRenderSDL;
return rend->init(sdlWin);
switch (renderBackend) {
#ifdef HAVE_RENDER_GL
case GUI_BACKEND_GL:
logI("render backend: OpenGL");
rend=new FurnaceGUIRenderGL;
break;
#endif
#ifdef HAVE_RENDER_SDL
case GUI_BACKEND_SDL:
logI("render backend: SDL_Renderer");
rend=new FurnaceGUIRenderSDL;
break;
#endif
default:
logE("invalid render backend!");
return false;
break;
}
return true;
}
bool FurnaceGUI::quitRender() {

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@ -19,6 +19,10 @@
#include "../gui.h"
ImTextureID FurnaceGUIRender::getTextureID(void* which) {
return NULL;
}
bool FurnaceGUIRender::lockTexture(void* which, void** data, int* pitch) {
return false;
}
@ -48,6 +52,16 @@ void FurnaceGUIRender::setBlendMode(FurnaceGUIBlendMode mode) {
void FurnaceGUIRender::clear(ImVec4 color) {
}
bool FurnaceGUIRender::newFrame() {
return true;
}
void FurnaceGUIRender::createFontsTexture() {
}
void FurnaceGUIRender::destroyFontsTexture() {
}
void FurnaceGUIRender::renderGUI() {
}
@ -61,6 +75,13 @@ bool FurnaceGUIRender::getOutputSize(int& w, int& h) {
return false;
}
int FurnaceGUIRender::getWindowFlags() {
return 0;
}
void FurnaceGUIRender::preInit() {
}
bool FurnaceGUIRender::init(SDL_Window* win) {
return false;
}
@ -72,7 +93,7 @@ bool FurnaceGUIRender::quit() {
return false;
}
void FurnaceGUIRender::quitGUI(){
void FurnaceGUIRender::quitGUI() {
}
FurnaceGUIRender::~FurnaceGUIRender() {

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@ -0,0 +1,365 @@
/**
* Furnace Tracker - multi-system chiptune tracker
* Copyright (C) 2021-2023 tildearrow and contributors
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "renderGL.h"
#include "../../ta-log.h"
#include "SDL_opengl.h"
#include "backends/imgui_impl_opengl3.h"
#define C(x) x; if (glGetError()!=GL_NO_ERROR) logW("OpenGL error in %s:%d: " #x,__FILE__,__LINE__);
PFNGLGENBUFFERSPROC furGenBuffers=NULL;
PFNGLBINDBUFFERPROC furBindBuffer=NULL;
PFNGLBUFFERDATAPROC furBufferData=NULL;
PFNGLVERTEXATTRIBPOINTERPROC furVertexAttribPointer=NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC furEnableVertexAttribArray=NULL;
PFNGLCREATESHADERPROC furCreateShader=NULL;
PFNGLSHADERSOURCEPROC furShaderSource=NULL;
PFNGLCOMPILESHADERPROC furCompileShader=NULL;
PFNGLGETSHADERIVPROC furGetShaderiv=NULL;
PFNGLATTACHSHADERPROC furAttachShader=NULL;
PFNGLBINDATTRIBLOCATIONPROC furBindAttribLocation=NULL;
PFNGLCREATEPROGRAMPROC furCreateProgram=NULL;
PFNGLLINKPROGRAMPROC furLinkProgram=NULL;
PFNGLGETPROGRAMIVPROC furGetProgramiv=NULL;
PFNGLUSEPROGRAMPROC furUseProgram=NULL;
PFNGLGETUNIFORMLOCATIONPROC furGetUniformLocation=NULL;
PFNGLUNIFORM1FPROC furUniform1f=NULL;
PFNGLGETSHADERINFOLOGPROC furGetShaderInfoLog=NULL;
struct FurnaceGLTexture {
GLuint id;
int width, height;
unsigned char* lockedData;
FurnaceGLTexture():
id(0),
width(0),
height(0),
lockedData(NULL) {}
};
const char* sh_wipe_srcV=
"#version 130\n"
"in vec4 fur_position;\n"
"void main() {\n"
" gl_Position=fur_position;\n"
"}\n";
const char* sh_wipe_srcF=
"#version 130\n"
"uniform float uAlpha;\n"
"out vec4 fur_FragColor;\n"
"void main() {\n"
" fur_FragColor=vec4(0.0,0.0,0.0,uAlpha);\n"
"}\n";
bool FurnaceGUIRenderGL::createShader(const char* vertexS, const char* fragmentS, int& vertex, int& fragment, int& program) {
int status;
char infoLog[4096];
int infoLogLen;
if (!furCreateShader || !furShaderSource || !furCompileShader || !furGetShaderiv ||
!furGetShaderInfoLog || !furCreateProgram || !furAttachShader || !furLinkProgram ||
!furBindAttribLocation || !furGetProgramiv) {
logW("I can't compile shaders");
return false;
}
vertex=furCreateShader(GL_VERTEX_SHADER);
furShaderSource(vertex,1,&vertexS,NULL);
furCompileShader(vertex);
furGetShaderiv(vertex,GL_COMPILE_STATUS,&status);
if (!status) {
logW("failed to compile vertex shader");
furGetShaderInfoLog(vertex,4095,&infoLogLen,infoLog);
infoLog[infoLogLen]=0;
logW("%s",infoLog);
return false;
}
fragment=furCreateShader(GL_FRAGMENT_SHADER);
furShaderSource(fragment,1,&fragmentS,NULL);
furCompileShader(fragment);
furGetShaderiv(fragment,GL_COMPILE_STATUS,&status);
if (!status) {
logW("failed to compile fragment shader");
return false;
}
program=furCreateProgram();
furAttachShader(program,vertex);
furAttachShader(program,fragment);
furBindAttribLocation(program,0,"fur_position");
furLinkProgram(program);
furGetProgramiv(program,GL_LINK_STATUS,&status);
if (!status) {
logW("failed to link shader!");
return false;
}
return true;
}
ImTextureID FurnaceGUIRenderGL::getTextureID(void* which) {
intptr_t ret=((FurnaceGLTexture*)which)->id;
return (ImTextureID)ret;
}
bool FurnaceGUIRenderGL::lockTexture(void* which, void** data, int* pitch) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->lockedData!=NULL) return false;
t->lockedData=new unsigned char[t->width*t->height*4];
*data=t->lockedData;
*pitch=t->width*4;
return true;
}
bool FurnaceGUIRenderGL::unlockTexture(void* which) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->lockedData==NULL) return false;
C(glBindTexture(GL_TEXTURE_2D,t->id));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,t->width,t->height,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8_REV,t->lockedData));
C(glFlush());
delete[] t->lockedData;
t->lockedData=NULL;
return true;
}
bool FurnaceGUIRenderGL::updateTexture(void* which, void* data, int pitch) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->width*4!=pitch) return false;
C(glBindTexture(GL_TEXTURE_2D,t->id));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,t->width,t->height,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8_REV,data));
return true;
}
void* FurnaceGUIRenderGL::createTexture(bool dynamic, int width, int height) {
FurnaceGLTexture* t=new FurnaceGLTexture;
C(glGenTextures(1,&t->id));
C(glBindTexture(GL_TEXTURE_2D,t->id));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8_REV,NULL));
C(glActiveTexture(GL_TEXTURE0));
t->width=width;
t->height=height;
return t;
}
bool FurnaceGUIRenderGL::destroyTexture(void* which) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
C(glDeleteTextures(1,&t->id));
delete t;
return true;
}
void FurnaceGUIRenderGL::setTextureBlendMode(void* which, FurnaceGUIBlendMode mode) {
}
void FurnaceGUIRenderGL::setBlendMode(FurnaceGUIBlendMode mode) {
switch (mode) {
case GUI_BLEND_MODE_NONE:
C(glBlendFunc(GL_ONE,GL_ZERO));
C(glDisable(GL_BLEND));
break;
case GUI_BLEND_MODE_BLEND:
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA));
C(glEnable(GL_BLEND));
break;
case GUI_BLEND_MODE_ADD:
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE));
C(glEnable(GL_BLEND));
break;
case GUI_BLEND_MODE_MULTIPLY:
C(glBlendFunc(GL_ZERO,GL_SRC_COLOR));
C(glEnable(GL_BLEND));
break;
}
}
void FurnaceGUIRenderGL::clear(ImVec4 color) {
SDL_GL_MakeCurrent(sdlWin,context);
C(glClearColor(color.x,color.y,color.z,color.w));
C(glClear(GL_COLOR_BUFFER_BIT));
}
bool FurnaceGUIRenderGL::newFrame() {
ImGui_ImplOpenGL3_NewFrame();
return true;
}
void FurnaceGUIRenderGL::createFontsTexture() {
ImGui_ImplOpenGL3_CreateFontsTexture();
}
void FurnaceGUIRenderGL::destroyFontsTexture() {
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
void FurnaceGUIRenderGL::renderGUI() {
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void FurnaceGUIRenderGL::wipe(float alpha) {
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA));
C(glEnable(GL_BLEND));
quadVertex[0][0]=-1.0f;
quadVertex[0][1]=-1.0f;
quadVertex[0][2]=0.0f;
quadVertex[1][0]=1.0f;
quadVertex[1][1]=-1.0f;
quadVertex[1][2]=0.0f;
quadVertex[2][0]=-1.0f;
quadVertex[2][1]=1.0f;
quadVertex[2][2]=0.0f;
quadVertex[3][0]=1.0f;
quadVertex[3][1]=1.0f;
quadVertex[3][2]=0.0f;
C(furBindBuffer(GL_ARRAY_BUFFER,quadBuf));
C(furBufferData(GL_ARRAY_BUFFER,sizeof(quadVertex),quadVertex,GL_STATIC_DRAW));
C(furVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,NULL));
C(furEnableVertexAttribArray(0));
C(glActiveTexture(GL_TEXTURE0));
C(glBindTexture(GL_TEXTURE_2D,0));
if (furUseProgram && furUniform1f) {
C(furUseProgram(sh_wipe_program));
C(furUniform1f(sh_wipe_uAlpha,alpha));
}
C(glDrawArrays(GL_TRIANGLE_STRIP,0,4));
}
void FurnaceGUIRenderGL::present() {
SDL_GL_SwapWindow(sdlWin);
C(glFinish());
}
bool FurnaceGUIRenderGL::getOutputSize(int& w, int& h) {
SDL_GL_GetDrawableSize(sdlWin,&w,&h);
return true;
}
int FurnaceGUIRenderGL::getWindowFlags() {
return SDL_WINDOW_OPENGL;
}
void FurnaceGUIRenderGL::preInit() {
#if defined(USE_GLES)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,0);
#elif defined(__APPLE__)
// not recommended...
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,2);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,0);
#endif
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
}
#define LOAD_PROC_MANDATORY(_v,_t,_s) \
_v=(_t)SDL_GL_GetProcAddress(_s); \
if (!_v) { \
logE(_s " not found"); \
return false; \
}
#define LOAD_PROC_OPTIONAL(_v,_t,_s) \
_v=(_t)SDL_GL_GetProcAddress(_s); \
if (!_v) { \
logW(_s " not found"); \
}
bool FurnaceGUIRenderGL::init(SDL_Window* win) {
sdlWin=win;
context=SDL_GL_CreateContext(win);
if (context==NULL) {
return false;
}
SDL_GL_MakeCurrent(win,context);
SDL_GL_SetSwapInterval(1);
LOAD_PROC_MANDATORY(furGenBuffers,PFNGLGENBUFFERSPROC,"glGenBuffers");
LOAD_PROC_MANDATORY(furBindBuffer,PFNGLBINDBUFFERPROC,"glBindBuffer");
LOAD_PROC_MANDATORY(furBufferData,PFNGLBUFFERDATAPROC,"glBufferData");
LOAD_PROC_MANDATORY(furVertexAttribPointer,PFNGLVERTEXATTRIBPOINTERPROC,"glVertexAttribPointer");
LOAD_PROC_MANDATORY(furEnableVertexAttribArray,PFNGLENABLEVERTEXATTRIBARRAYPROC,"glEnableVertexAttribArray");
LOAD_PROC_OPTIONAL(furCreateShader,PFNGLCREATESHADERPROC,"glCreateShader");
LOAD_PROC_OPTIONAL(furShaderSource,PFNGLSHADERSOURCEPROC,"glShaderSource");
LOAD_PROC_OPTIONAL(furCompileShader,PFNGLCOMPILESHADERPROC,"glCompileShader");
LOAD_PROC_OPTIONAL(furGetShaderiv,PFNGLGETSHADERIVPROC,"glGetShaderiv");
LOAD_PROC_OPTIONAL(furAttachShader,PFNGLATTACHSHADERPROC,"glAttachShader");
LOAD_PROC_OPTIONAL(furBindAttribLocation,PFNGLBINDATTRIBLOCATIONPROC,"glBindAttribLocation");
LOAD_PROC_OPTIONAL(furCreateProgram,PFNGLCREATEPROGRAMPROC,"glCreateProgram");
LOAD_PROC_OPTIONAL(furLinkProgram,PFNGLLINKPROGRAMPROC,"glLinkProgram");
LOAD_PROC_OPTIONAL(furGetProgramiv,PFNGLGETPROGRAMIVPROC,"glGetProgramiv");
LOAD_PROC_OPTIONAL(furUseProgram,PFNGLUSEPROGRAMPROC,"glUseProgram");
LOAD_PROC_OPTIONAL(furGetUniformLocation,PFNGLGETUNIFORMLOCATIONPROC,"glGetUniformLocation");
LOAD_PROC_OPTIONAL(furUniform1f,PFNGLUNIFORM1FPROC,"glUniform1f");
LOAD_PROC_OPTIONAL(furGetShaderInfoLog,PFNGLGETSHADERINFOLOGPROC,"glGetShaderInfoLog");
if (createShader(sh_wipe_srcV,sh_wipe_srcF,sh_wipe_vertex,sh_wipe_fragment,sh_wipe_program)) {
sh_wipe_uAlpha=furGetUniformLocation(sh_wipe_program,"uAlpha");
}
C(furGenBuffers(1,&quadBuf));
return true;
}
void FurnaceGUIRenderGL::initGUI(SDL_Window* win) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplSDL2_InitForOpenGL(win,context);
ImGui_ImplOpenGL3_Init();
}
bool FurnaceGUIRenderGL::quit() {
if (context==NULL) return false;
SDL_GL_DeleteContext(context);
context=NULL;
return true;
}
void FurnaceGUIRenderGL::quitGUI() {
ImGui_ImplOpenGL3_Shutdown();
}

View File

@ -0,0 +1,65 @@
/**
* Furnace Tracker - multi-system chiptune tracker
* Copyright (C) 2021-2023 tildearrow and contributors
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "../gui.h"
class FurnaceGUIRenderGL: public FurnaceGUIRender {
SDL_GLContext context;
SDL_Window* sdlWin;
float quadVertex[4][3];
unsigned int quadBuf;
// SHADERS //
// -> wipe
int sh_wipe_vertex;
int sh_wipe_fragment;
int sh_wipe_program;
int sh_wipe_uAlpha;
bool createShader(const char* vertexS, const char* fragmentS, int& vertex, int& fragment, int& program);
public:
ImTextureID getTextureID(void* which);
bool lockTexture(void* which, void** data, int* pitch);
bool unlockTexture(void* which);
bool updateTexture(void* which, void* data, int pitch);
void* createTexture(bool dynamic, int width, int height);
bool destroyTexture(void* which);
void setTextureBlendMode(void* which, FurnaceGUIBlendMode mode);
void setBlendMode(FurnaceGUIBlendMode mode);
void clear(ImVec4 color);
bool newFrame();
void createFontsTexture();
void destroyFontsTexture();
void renderGUI();
void wipe(float alpha);
void present();
bool getOutputSize(int& w, int& h);
int getWindowFlags();
void preInit();
bool init(SDL_Window* win);
void initGUI(SDL_Window* win);
void quitGUI();
bool quit();
FurnaceGUIRenderGL():
context(NULL),
sdlWin(NULL) {
memset(quadVertex,0,4*3*sizeof(float));
}
};

View File

@ -18,6 +18,11 @@
*/
#include "renderSDL.h"
#include "backends/imgui_impl_sdlrenderer.h"
ImTextureID FurnaceGUIRenderSDL::getTextureID(void* which) {
return which;
}
bool FurnaceGUIRenderSDL::lockTexture(void* which, void** data, int* pitch) {
return SDL_LockTexture((SDL_Texture*)which,NULL,data,pitch)==0;
@ -80,6 +85,18 @@ void FurnaceGUIRenderSDL::clear(ImVec4 color) {
SDL_RenderClear(sdlRend);
}
bool FurnaceGUIRenderSDL::newFrame() {
return ImGui_ImplSDLRenderer_NewFrame();
}
void FurnaceGUIRenderSDL::createFontsTexture() {
ImGui_ImplSDLRenderer_CreateFontsTexture();
}
void FurnaceGUIRenderSDL::destroyFontsTexture() {
ImGui_ImplSDLRenderer_DestroyFontsTexture();
}
void FurnaceGUIRenderSDL::renderGUI() {
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
}
@ -98,6 +115,13 @@ bool FurnaceGUIRenderSDL::getOutputSize(int& w, int& h) {
return SDL_GetRendererOutputSize(sdlRend,&w,&h)==0;
}
int FurnaceGUIRenderSDL::getWindowFlags() {
return 0;
}
void FurnaceGUIRenderSDL::preInit() {
}
bool FurnaceGUIRenderSDL::init(SDL_Window* win) {
sdlRend=SDL_CreateRenderer(win,-1,SDL_RENDERER_ACCELERATED|SDL_RENDERER_PRESENTVSYNC|SDL_RENDERER_TARGETTEXTURE);
return (sdlRend!=NULL);

View File

@ -22,6 +22,7 @@
class FurnaceGUIRenderSDL: public FurnaceGUIRender {
SDL_Renderer* sdlRend;
public:
ImTextureID getTextureID(void* which);
bool lockTexture(void* which, void** data, int* pitch);
bool unlockTexture(void* which);
bool updateTexture(void* which, void* data, int pitch);
@ -30,10 +31,15 @@ class FurnaceGUIRenderSDL: public FurnaceGUIRender {
void setTextureBlendMode(void* which, FurnaceGUIBlendMode mode);
void setBlendMode(FurnaceGUIBlendMode mode);
void clear(ImVec4 color);
bool newFrame();
void createFontsTexture();
void destroyFontsTexture();
void renderGUI();
void wipe(float alpha);
void present();
bool getOutputSize(int& w, int& h);
int getWindowFlags();
void preInit();
bool init(SDL_Window* win);
void initGUI(SDL_Window* win);
void quitGUI();

View File

@ -1223,7 +1223,7 @@ void FurnaceGUI::drawSampleEdit() {
updateSampleTex=false;
}
ImGui::ImageButton(sampleTex,avail,ImVec2(0,0),ImVec2(1,1),0);
ImGui::ImageButton(rend->getTextureID(sampleTex),avail,ImVec2(0,0),ImVec2(1,1),0);
ImVec2 rectMin=ImGui::GetItemRectMin();
ImVec2 rectMax=ImGui::GetItemRectMax();

View File

@ -2711,6 +2711,7 @@ void FurnaceGUI::syncSettings() {
settings.orderButtonPos=e->getConfInt("orderButtonPos",2);
settings.compress=e->getConfInt("compress",1);
settings.newPatternFormat=e->getConfInt("newPatternFormat",1);
settings.renderBackend=e->getConfString("renderBackend","SDL");
clampSetting(settings.mainFontSize,2,96);
clampSetting(settings.patFontSize,2,96);
@ -3050,6 +3051,7 @@ void FurnaceGUI::commitSettings() {
e->setConf("orderButtonPos",settings.orderButtonPos);
e->setConf("compress",settings.compress);
e->setConf("newPatternFormat",settings.newPatternFormat);
e->setConf("renderBackend",settings.renderBackend);
// colors
for (int i=0; i<GUI_COLOR_MAX; i++) {
@ -3089,17 +3091,21 @@ void FurnaceGUI::commitSettings() {
applyUISettings();
ImGui_ImplSDLRenderer_DestroyFontsTexture();
if (rend) rend->destroyFontsTexture();
if (!ImGui::GetIO().Fonts->Build()) {
logE("error while building font atlas!");
showError("error while loading fonts! please check your settings.");
ImGui::GetIO().Fonts->Clear();
mainFont=ImGui::GetIO().Fonts->AddFontDefault();
patFont=mainFont;
ImGui_ImplSDLRenderer_DestroyFontsTexture();
if (rend) rend->destroyFontsTexture();
if (!ImGui::GetIO().Fonts->Build()) {
logE("error again while building font atlas!");
} else {
rend->createFontsTexture();
}
} else {
rend->createFontsTexture();
}
}