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+#define GLEW_STATIC
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+#include <GL/glew.h>
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+#include <GLFW/glfw3.h>
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+#define STB_IMAGE_IMPLEMENTATION
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+#include "../shared/stb_image.h" // for .png loading
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+#include "../../imgui.h"
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+#ifdef _MSC_VER
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+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
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+#endif
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+
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+static GLFWwindow* window;
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+static GLuint fontTex;
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+//Shader variables
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+static int shader_handle, vert_handle, frag_handle;
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+
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+static int texture_location, ortho_location;
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+static int position_location, uv_location, colour_location;
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+//streaming vbo
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+//we are going to use the same vertex buffer for all rendering of imgui
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+//so we need to use a large enough buffer as default.
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+//the buffer will be resized if needed in the rendering code, but it is not a "free" operation.
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+static size_t vbo_max_size = 1000000;
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+static unsigned int vbo_handle, vao_handle;
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+
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+
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+template<typename T>
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+unsigned int stream(GLenum target, unsigned int vbo, unsigned int *vbo_cursor, unsigned int *vbo_size, T *start, int elementCount)
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+{
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+ unsigned int bytes = sizeof(T) *elementCount;
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+ unsigned int aligned = bytes + bytes % 64; //align memory
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+
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+ glBindBuffer(target, vbo);
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+ //If there's not enough space left, orphan the buffer object, create a new one and start writing
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+ if (vbo_cursor[0] + aligned > vbo_size[0])
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+ {
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+ assert(aligned < vbo_size[0]);
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+ glBufferData(target, vbo_size[0], NULL, GL_DYNAMIC_DRAW);
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+ vbo_cursor[0] = 0;
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+ }
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+
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+ void* mapped = glMapBufferRange(target, vbo_cursor[0], aligned, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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+
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+ memcpy(mapped, start, bytes);
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+ vbo_cursor[0] += aligned;
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+
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+ glUnmapBuffer(target);
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+ return vbo_cursor[0] - aligned; //return the offset we use for glVertexAttribPointer call
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+}
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+
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+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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+// If text or lines are blurry when integrating ImGui in your engine:
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+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
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+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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+{
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+ if (cmd_lists_count == 0)
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+ return;
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+
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+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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+ glEnable(GL_BLEND);
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+ glBlendEquation(GL_FUNC_ADD);
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+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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+ glDisable(GL_CULL_FACE);
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+ glDisable(GL_DEPTH_TEST);
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+ glEnable(GL_SCISSOR_TEST);
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+
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+ // Setup texture
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+ glActiveTexture(GL_TEXTURE0);
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+ glBindTexture(GL_TEXTURE_2D, fontTex);
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+
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+ // Setup orthographic projection matrix
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+ const float width = ImGui::GetIO().DisplaySize.x;
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+ const float height = ImGui::GetIO().DisplaySize.y;
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+ const float ortho_projection[4][4] =
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+ {
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+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
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+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
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+ { 0.0f, 0.0f, -1.0f, 0.0f },
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+ { -1.0f, 1.0f, 0.0f, 1.0f },
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+ };
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+ glUseProgram(shader_handle);
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+ glUniform1i(texture_location, 0);
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+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
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+
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+ // we will update the buffer in full, so we need to compute the total size of the buffer.
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+ size_t total_vtx_count = 0;
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+ for (int n = 0; n < cmd_lists_count; n++)
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+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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+
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+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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+ if (neededBufferSize > vbo_max_size)
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+ {
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+ vbo_max_size = neededBufferSize;
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+ glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
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+ }
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+
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+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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+ if (!buffer_data)
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+ return;
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+ for (int n = 0; n < cmd_lists_count; n++)
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+ {
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+ const ImDrawList* cmd_list = cmd_lists[n];
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+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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+ }
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+ glUnmapBuffer(GL_ARRAY_BUFFER);
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+ glBindBuffer(GL_ARRAY_BUFFER, 0);
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+
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+ glBindVertexArray(vao_handle);
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+
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+ int cmd_offset = 0;
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+ for (int n = 0; n < cmd_lists_count; n++)
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+ {
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+ const ImDrawList* cmd_list = cmd_lists[n];
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+ int vtx_offset = cmd_offset;
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+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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+ {
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+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
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+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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+ vtx_offset += pcmd->vtx_count;
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+ }
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+ cmd_offset = vtx_offset;
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+ }
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+
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+ glBindVertexArray(0);
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+ glUseProgram(0);
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+ glDisable(GL_SCISSOR_TEST);
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+ glBindTexture(GL_TEXTURE_2D, 0);
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+
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+}
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+
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+static const char* ImImpl_GetClipboardTextFn()
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+{
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+ return glfwGetClipboardString(window);
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+}
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+
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+static void ImImpl_SetClipboardTextFn(const char* text)
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+{
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+ glfwSetClipboardString(window, text);
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+}
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+
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+// GLFW callbacks to get events
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+static void glfw_error_callback(int error, const char* description)
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+{
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+ fputs(description, stderr);
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+}
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+
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+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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+{
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+ ImGuiIO& io = ImGui::GetIO();
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+ io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1.0f : -1.0f : 0.0f; // Mouse wheel: -1,0,+1
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+}
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+
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+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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+{
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+ ImGuiIO& io = ImGui::GetIO();
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+ if (action == GLFW_PRESS)
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+ io.KeysDown[key] = true;
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+ if (action == GLFW_RELEASE)
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+ io.KeysDown[key] = false;
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+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
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+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
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+}
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+
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+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
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+{
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+ if (c > 0 && c <= 255)
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+ ImGui::GetIO().AddInputCharacter((char)c);
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+}
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+
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+
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+// OpenGL code based on http://open.gl tutorials
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+void InitGL()
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+{
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+ glfwSetErrorCallback(glfw_error_callback);
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+
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+ if (!glfwInit())
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+ exit(1);
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+
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+ glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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+
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+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
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+ glfwMakeContextCurrent(window);
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+ glfwSetKeyCallback(window, glfw_key_callback);
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+ glfwSetScrollCallback(window, glfw_scroll_callback);
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+ glfwSetCharCallback(window, glfw_char_callback);
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+
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+ glewExperimental = GL_TRUE;
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+
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+ GLenum err = glewInit();
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+ if (GLEW_OK != err)
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+ {
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+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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+ }
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+
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+ const GLchar *vertex_shader = \
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+ "#version 330\n"
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+ "uniform mat4 ortho;\n"
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+
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+ "in vec2 Position;\n"
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+ "in vec2 UV;\n"
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+ "in vec4 Colour;\n"
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+
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+ "out vec2 Frag_UV;\n"
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+ "out vec4 Frag_Colour;\n"
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+
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+ "void main()\n"
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+ "{\n"
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+ " Frag_UV = UV;\n"
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+ " Frag_Colour = Colour;\n"
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+ "\n"
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+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
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+ "}\n";
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+
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+ const GLchar* fragment_shader = \
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+ "#version 330\n"
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+ "uniform sampler2D Texture;\n"
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+
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+ "in vec2 Frag_UV;\n"
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+ "in vec4 Frag_Colour;\n"
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+
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+ "out vec4 FragColor;\n"
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+
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+ "void main()\n"
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+ "{\n"
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+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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+ "}\n";
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+
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+ shader_handle = glCreateProgram();
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+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
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+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
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+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
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+ glCompileShader(vert_handle);
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+ glCompileShader(frag_handle);
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+ glAttachShader(shader_handle, vert_handle);
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+ glAttachShader(shader_handle, frag_handle);
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+ glLinkProgram(shader_handle);
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+
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+ texture_location = glGetUniformLocation(shader_handle, "Texture");
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+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
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+ position_location = glGetAttribLocation(shader_handle, "Position");
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+ uv_location = glGetAttribLocation(shader_handle, "UV");
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+ colour_location = glGetAttribLocation(shader_handle, "Colour");
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+
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+ glGenBuffers(1, &vbo_handle);
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+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
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+
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+ glGenVertexArrays(1, &vao_handle);
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+ glBindVertexArray(vao_handle);
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+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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+ glEnableVertexAttribArray(position_location);
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+ glEnableVertexAttribArray(uv_location);
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+ glEnableVertexAttribArray(colour_location);
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+
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+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, pos));
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+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, uv));
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+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col));
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+ glBindVertexArray(0);
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+ glBindBuffer(GL_ARRAY_BUFFER, 0);
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+
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+
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+}
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+
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+void InitImGui()
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+{
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+ int w, h;
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+ glfwGetWindowSize(window, &w, &h);
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+
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+ ImGuiIO& io = ImGui::GetIO();
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+ io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
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+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
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+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
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+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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+
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+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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+
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+ // Load font texture
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+ glGenTextures(1, &fontTex);
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+ glBindTexture(GL_TEXTURE_2D, fontTex);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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+ const void* png_data;
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+ unsigned int png_size;
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+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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+ int tex_x, tex_y, tex_comp;
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|
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
|
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
|
|
|
|
+ stbi_image_free(tex_data);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void UpdateImGui()
|
|
|
|
+{
|
|
|
|
+ ImGuiIO& io = ImGui::GetIO();
|
|
|
|
+
|
|
|
|
+ // Setup timestep
|
|
|
|
+ static double time = 0.0f;
|
|
|
|
+ const double current_time = glfwGetTime();
|
|
|
|
+ io.DeltaTime = (float)(current_time - time);
|
|
|
|
+ time = current_time;
|
|
|
|
+
|
|
|
|
+ // Setup inputs
|
|
|
|
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
|
|
|
+ double mouse_x, mouse_y;
|
|
|
|
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
|
|
|
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
|
|
|
+ io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
|
|
|
|
+ io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
|
|
|
+
|
|
|
|
+ // Start the frame
|
|
|
|
+ ImGui::NewFrame();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Application code
|
|
|
|
+int main(int argc, char** argv)
|
|
|
|
+{
|
|
|
|
+ InitGL();
|
|
|
|
+ InitImGui();
|
|
|
|
+
|
|
|
|
+ while (!glfwWindowShouldClose(window))
|
|
|
|
+ {
|
|
|
|
+ ImGuiIO& io = ImGui::GetIO();
|
|
|
|
+ io.MouseWheel = 0;
|
|
|
|
+ glfwPollEvents();
|
|
|
|
+ UpdateImGui();
|
|
|
|
+
|
|
|
|
+ // Create a simple window
|
|
|
|
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
|
|
|
+ static bool show_test_window = true;
|
|
|
|
+ static bool show_another_window = false;
|
|
|
|
+ static float f;
|
|
|
|
+ ImGui::Text("Hello, world!");
|
|
|
|
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
|
|
|
+ show_test_window ^= ImGui::Button("Test Window");
|
|
|
|
+ show_another_window ^= ImGui::Button("Another Window");
|
|
|
|
+
|
|
|
|
+ // Calculate and show framerate
|
|
|
|
+ static float ms_per_frame[120] = { 0 };
|
|
|
|
+ static int ms_per_frame_idx = 0;
|
|
|
|
+ static float ms_per_frame_accum = 0.0f;
|
|
|
|
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
|
|
|
|
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
|
|
|
|
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
|
|
|
|
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
|
|
|
|
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
|
|
|
|
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
|
|
|
|
+
|
|
|
|
+ // Show the ImGui test window
|
|
|
|
+ // Most of user example code is in ImGui::ShowTestWindow()
|
|
|
|
+ if (show_test_window)
|
|
|
|
+ {
|
|
|
|
+ ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
|
|
|
+ ImGui::ShowTestWindow(&show_test_window);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Show another simple window
|
|
|
|
+ if (show_another_window)
|
|
|
|
+ {
|
|
|
|
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
|
|
|
+ ImGui::Text("Hello");
|
|
|
|
+ ImGui::End();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Rendering
|
|
|
|
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
|
|
|
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
+ ImGui::Render();
|
|
|
|
+ glfwSwapBuffers(window);
|
|
|
|
+ }
|
|
|
|
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
|
|
|
|
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
|
|
|
|
+ glDetachShader(shader_handle, vert_handle);
|
|
|
|
+ glDetachShader(shader_handle, frag_handle);
|
|
|
|
+ glDeleteShader(vert_handle);
|
|
|
|
+ glDeleteShader(frag_handle);
|
|
|
|
+ glDeleteProgram(shader_handle);
|
|
|
|
+
|
|
|
|
+ ImGui::Shutdown();
|
|
|
|
+ glfwTerminate();
|
|
|
|
+
|
|
|
|
+ return 0;
|
|
|
|
+}
|