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Nuklear-Ogre

Ogre-Next backend for Nuklear immediate-mode GUI.

Dependencies

Usage

This is a header-only library. You have to invoke #include <NuklearOgre.h> right after including nuklear.h with the desired build options. Make sure you define NK_IMPLEMENTATION in a single cpp file before including nuklear.h and NuklearOgre.h to prevent multiple definition errors.

This implementation uses a slightly custom HLMS so NuklearOgre::HlmsNuklear must be registered instead of Ogre::HlmsUnlit. It's also important to call Ogre::Hlms::reloadFrom to load the custom pieces into the shader. See NuklearOgreGameState::registerHlms for details. The custom piece is necessary to perform clipping, e.g. using gl_ClipDistance in OpenGL.

The UI is rendered in a custom pass. In the compositor, create an extra pass using pass custom nuklear.

See NuklearOgreDemo.cpp to learn how to initialize Nuklear and load fonts. Then, a OgreNuklear::NuklearRenderer must be created with the Nuklear config and the context must be added to it. Then call NuklearOgre::RegisterCustomPass before creating a workspace.

Build Demo

It assumes Ogre and Nuklear sources are located in the same directory as this project. Otherwise the NUKLEAR_INCLUDE_DIR and OGRE_SAMPLES_DIR CMake variables will have to be set manually. The build process is the usual mkdir build; cd build; cmake ..; make.

You might have to set CMAKE_MODULE_PATH to the directory which contains FindOGRE.cmake among others, such as /usr/local/lib/OGRE/cmake.

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Ogre Next backend for Nuklear immediate-mode GUI.

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