Browse Source

added opengl3 sample, mix from @ocornut and @thelinked

Olivier Chatry 10 years ago
parent
commit
a8d2bc69ed

+ 6 - 0
examples/imgui_examples_msvc2010.sln

@@ -7,6 +7,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -25,6 +27,10 @@ Global
 		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
 		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
 		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE

+ 53 - 0
examples/opengl3_example/Makefile

@@ -0,0 +1,53 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+#  You should install glew via homebrew
+#    brew install glew
+#  Also you'll need glfw
+#    http://www.glfw.org
+#
+
+CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+	ECHO_MESSAGE = "Linux"
+	CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+	LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+	ECHO_MESSAGE = "Mac OS X"
+
+	LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+	LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+	LIBS += -lglew -lglfw3
+
+	CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+	CXXFLAGS += -I../../
+
+#	CXXFLAGS += -D__APPLE__
+
+endif
+
+.cpp.o:
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+	@echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+	$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm $(OBJS)
+

+ 407 - 0
examples/opengl3_example/main.cpp

@@ -0,0 +1,407 @@
+#define GLEW_STATIC
+#include <GL/glew.h>
+#include <GLFW/glfw3.h>
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h"                  // for .png loading
+#include "../../imgui.h"
+#ifdef _MSC_VER
+#pragma warning (disable: 4996)         // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+static GLFWwindow* window;
+static GLuint fontTex;
+//Shader variables
+static int shader_handle, vert_handle, frag_handle;
+
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+//streaming vbo
+//we are going to use the same vertex buffer for all rendering of imgui
+//so we need to use a large enough buffer as default.
+//the buffer will be resized if needed in the rendering code, but it is not a "free" operation.
+static size_t vbo_max_size = 1000000; 
+static unsigned int vbo_handle, vao_handle;
+
+
+template<typename T>
+unsigned int stream(GLenum target, unsigned int vbo, unsigned int *vbo_cursor, unsigned int *vbo_size, T *start, int elementCount)
+{
+    unsigned int bytes = sizeof(T) *elementCount;
+    unsigned int aligned = bytes + bytes % 64; //align memory
+
+    glBindBuffer(target, vbo);
+    //If there's not enough space left, orphan the buffer object, create a new one and start writing
+    if (vbo_cursor[0] + aligned > vbo_size[0])
+    {
+        assert(aligned < vbo_size[0]);
+        glBufferData(target, vbo_size[0], NULL, GL_DYNAMIC_DRAW);
+        vbo_cursor[0] = 0;
+    }
+
+    void* mapped = glMapBufferRange(target, vbo_cursor[0], aligned, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+
+    memcpy(mapped, start, bytes);
+    vbo_cursor[0] += aligned;
+
+    glUnmapBuffer(target);
+    return vbo_cursor[0] - aligned; //return the offset we use for glVertexAttribPointer call
+}
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+    if (cmd_lists_count == 0)
+        return;
+
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+    glEnable(GL_BLEND);
+	glBlendEquation(GL_FUNC_ADD);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+	glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+
+    // Setup texture
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_2D, fontTex);
+
+    // Setup orthographic projection matrix
+    const float width = ImGui::GetIO().DisplaySize.x;
+    const float height = ImGui::GetIO().DisplaySize.y;
+	const float ortho_projection[4][4] =
+	{
+		{ 2.0f/width,	0.0f,			0.0f,		0.0f },
+		{ 0.0f,			2.0f/-height,	0.0f,		0.0f },
+		{ 0.0f,			0.0f,			-1.0f,		0.0f },
+		{ -1.0f,		1.0f,			0.0f,		1.0f },
+	};
+    glUseProgram(shader_handle);
+    glUniform1i(texture_location, 0);
+    glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+	// we will update the buffer in full, so we need to compute the total size of the buffer.
+	size_t total_vtx_count = 0;
+	for (int n = 0; n < cmd_lists_count; n++)
+		total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+	
+	glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+	size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+	if (neededBufferSize > vbo_max_size)
+	{
+		vbo_max_size = neededBufferSize;
+		glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
+	}
+
+	unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+	if (!buffer_data)
+		return;
+	for (int n = 0; n < cmd_lists_count; n++)
+	{
+		const ImDrawList* cmd_list = cmd_lists[n];
+		memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+		buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+	}
+	glUnmapBuffer(GL_ARRAY_BUFFER);
+	glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+	glBindVertexArray(vao_handle);
+    
+	int cmd_offset = 0;
+	for (int n = 0; n < cmd_lists_count; n++)
+    {
+        const ImDrawList* cmd_list = cmd_lists[n];
+        int vtx_offset = cmd_offset;
+        const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+        for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+        {
+            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));
+            glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+            vtx_offset += pcmd->vtx_count;
+        }
+		cmd_offset = vtx_offset;
+    }
+
+	glBindVertexArray(0);
+	glUseProgram(0);
+    glDisable(GL_SCISSOR_TEST);
+	glBindTexture(GL_TEXTURE_2D, 0);
+
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+    return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+    glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+    fputs(description, stderr);
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1.0f : -1.0f : 0.0f;           // Mouse wheel: -1,0,+1
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (action == GLFW_PRESS)
+        io.KeysDown[key] = true;
+    if (action == GLFW_RELEASE)
+        io.KeysDown[key] = false;
+    io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+    io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+    if (c > 0 && c <= 255)
+        ImGui::GetIO().AddInputCharacter((char)c);
+}
+
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+    glfwSetErrorCallback(glfw_error_callback);
+
+    if (!glfwInit())
+        exit(1);
+
+    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+    window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+    glfwMakeContextCurrent(window);
+    glfwSetKeyCallback(window, glfw_key_callback);
+    glfwSetScrollCallback(window, glfw_scroll_callback);
+    glfwSetCharCallback(window, glfw_char_callback);
+
+	glewExperimental = GL_TRUE;
+	
+	GLenum err = glewInit();
+	if (GLEW_OK != err)
+	{
+		fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+	}
+
+    const GLchar *vertex_shader = \
+        "#version 330\n"
+        "uniform mat4 ortho;\n"
+
+        "in vec2 Position;\n"
+        "in vec2 UV;\n"
+        "in vec4 Colour;\n"
+
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Colour;\n"
+
+        "void main()\n"
+        "{\n"
+        "	Frag_UV = UV;\n"
+        "	Frag_Colour = Colour;\n"
+        "\n"
+        "	gl_Position = ortho*vec4(Position.xy,0,1);\n"
+        "}\n";
+
+	const GLchar* fragment_shader = \
+        "#version 330\n"
+        "uniform sampler2D Texture;\n"
+
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Colour;\n"
+
+        "out vec4 FragColor;\n"
+
+        "void main()\n"
+        "{\n"
+        "	FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+        "}\n";
+
+	shader_handle = glCreateProgram();
+	vert_handle = glCreateShader(GL_VERTEX_SHADER);
+    frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+    glShaderSource(vert_handle, 1, &vertex_shader, 0);
+    glShaderSource(frag_handle, 1, &fragment_shader, 0);
+    glCompileShader(vert_handle);
+    glCompileShader(frag_handle);
+    glAttachShader(shader_handle, vert_handle);
+    glAttachShader(shader_handle, frag_handle);
+    glLinkProgram(shader_handle);
+
+    texture_location = glGetUniformLocation(shader_handle, "Texture");
+    ortho_location = glGetUniformLocation(shader_handle, "ortho");
+    position_location = glGetAttribLocation(shader_handle, "Position");
+    uv_location = glGetAttribLocation(shader_handle, "UV");
+    colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+    glGenBuffers(1, &vbo_handle);
+    glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+    glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+	glGenVertexArrays(1, &vao_handle);
+	glBindVertexArray(vao_handle);
+	glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+    glEnableVertexAttribArray(position_location);
+    glEnableVertexAttribArray(uv_location);
+    glEnableVertexAttribArray(colour_location);
+
+	glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, pos));
+	glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, uv));
+	glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col));
+	glBindVertexArray(0);
+	glBindBuffer(GL_ARRAY_BUFFER, 0);
+	
+
+}
+
+void InitImGui()
+{
+    int w, h;
+    glfwGetWindowSize(window, &w, &h);
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.DisplaySize = ImVec2((float)w, (float)h);        // Display size, in pixels. For clamping windows positions.
+    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)
+    io.PixelCenterOffset = 0.5f;                        // Align OpenGL texels
+    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;             // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+    io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+    io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+    io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+    io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+    io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+    io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+    io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+    io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+    io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+    io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+    // Load font texture
+    glGenTextures(1, &fontTex);
+    glBindTexture(GL_TEXTURE_2D, fontTex);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    const void* png_data;
+    unsigned int png_size;
+    ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+    int tex_x, tex_y, tex_comp;
+    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;
+}

+ 85 - 0
examples/opengl3_example/opengl3_example.vcxproj

@@ -0,0 +1,85 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
+    <RootNamespace>opengl3_example</RootNamespace>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup />
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level3</WarningLevel>
+      <Optimization>Disabled</Optimization>
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+ 36 - 0
examples/opengl3_example/opengl3_example.vcxproj.filters

@@ -0,0 +1,36 @@
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