|
@@ -14,18 +14,18 @@
|
|
|
#include <GLFW/glfw3native.h>
|
|
|
#endif
|
|
|
|
|
|
-static GLFWwindow* g_window = NULL;
|
|
|
-static bool g_mouse_pressed[3] = { false, false, false };
|
|
|
-static float g_mouse_wheel = 0.0f;
|
|
|
-static double g_time = 0.0f;
|
|
|
-static bool g_font_texture_loaded = false;
|
|
|
+static GLFWwindow* g_Window = NULL;
|
|
|
+static bool g_MousePressed[3] = { false, false, false };
|
|
|
+static float g_MouseWheel = 0.0f;
|
|
|
+static double g_Time = 0.0f;
|
|
|
+static bool g_FontTextureLoaded = false;
|
|
|
|
|
|
// Handles for OpenGL3 rendering
|
|
|
-static int g_shader_handle = 0, g_vert_handle = 0, g_frag_handle = 0;
|
|
|
-static int g_texture_location = 0, g_proj_mtx_location = 0;
|
|
|
-static int g_position_location = 0, g_uv_location = 0, g_colour_location = 0;
|
|
|
-static size_t g_vbo_max_size = 20000;
|
|
|
-static unsigned int g_vbo_handle = 0, g_vao_handle = 0;
|
|
|
+static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
|
|
+static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
|
|
+static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
|
|
+static size_t g_VboMaxSize = 20000;
|
|
|
+static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
|
|
|
|
|
|
// 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:
|
|
@@ -54,20 +54,20 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
|
|
|
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
|
|
{ -1.0f, 1.0f, 0.0f, 1.0f },
|
|
|
};
|
|
|
- glUseProgram(g_shader_handle);
|
|
|
- glUniform1i(g_texture_location, 0);
|
|
|
- glUniformMatrix4fv(g_proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
|
|
|
+ glUseProgram(g_ShaderHandle);
|
|
|
+ glUniform1i(g_AttribLocationTex, 0);
|
|
|
+ glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
|
|
|
|
|
// Grow our buffer according to what we need
|
|
|
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, g_vbo_handle);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
|
|
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
|
|
|
- if (neededBufferSize > g_vbo_max_size)
|
|
|
+ if (neededBufferSize > g_VboMaxSize)
|
|
|
{
|
|
|
- g_vbo_max_size = neededBufferSize + 5000; // Grow buffer
|
|
|
- glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_STREAM_DRAW);
|
|
|
+ g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW);
|
|
|
}
|
|
|
|
|
|
// Copy and convert all vertices into a single contiguous buffer
|
|
@@ -82,7 +82,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
|
|
|
}
|
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- glBindVertexArray(g_vao_handle);
|
|
|
+ glBindVertexArray(g_VaoHandle);
|
|
|
|
|
|
int cmd_offset = 0;
|
|
|
for (int n = 0; n < cmd_lists_count; n++)
|
|
@@ -109,23 +109,23 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
|
|
|
|
|
|
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
|
|
|
{
|
|
|
- return glfwGetClipboardString(g_window);
|
|
|
+ return glfwGetClipboardString(g_Window);
|
|
|
}
|
|
|
|
|
|
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
|
|
|
{
|
|
|
- glfwSetClipboardString(g_window, text);
|
|
|
+ glfwSetClipboardString(g_Window, text);
|
|
|
}
|
|
|
|
|
|
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
|
|
{
|
|
|
if (action == GLFW_PRESS && button >= 0 && button < 3)
|
|
|
- g_mouse_pressed[button] = true;
|
|
|
+ g_MousePressed[button] = true;
|
|
|
}
|
|
|
|
|
|
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
|
|
{
|
|
|
- g_mouse_wheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
|
|
|
+ g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
|
|
|
}
|
|
|
|
|
|
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
@@ -164,7 +164,7 @@ void ImGui_ImplGlfwGL3_LoadFontsTexture()
|
|
|
// Store our identifier
|
|
|
io.Fonts->TexID = (void *)(intptr_t)tex_id;
|
|
|
|
|
|
- g_font_texture_loaded = true;
|
|
|
+ g_FontTextureLoaded = true;
|
|
|
}
|
|
|
|
|
|
static void InitGL()
|
|
@@ -195,38 +195,38 @@ static void InitGL()
|
|
|
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
|
|
"}\n";
|
|
|
|
|
|
- g_shader_handle = glCreateProgram();
|
|
|
- g_vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
|
|
- g_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
- glShaderSource(g_vert_handle, 1, &vertex_shader, 0);
|
|
|
- glShaderSource(g_frag_handle, 1, &fragment_shader, 0);
|
|
|
- glCompileShader(g_vert_handle);
|
|
|
- glCompileShader(g_frag_handle);
|
|
|
- glAttachShader(g_shader_handle, g_vert_handle);
|
|
|
- glAttachShader(g_shader_handle, g_frag_handle);
|
|
|
- glLinkProgram(g_shader_handle);
|
|
|
-
|
|
|
- g_texture_location = glGetUniformLocation(g_shader_handle, "Texture");
|
|
|
- g_proj_mtx_location = glGetUniformLocation(g_shader_handle, "ProjMtx");
|
|
|
- g_position_location = glGetAttribLocation(g_shader_handle, "Position");
|
|
|
- g_uv_location = glGetAttribLocation(g_shader_handle, "UV");
|
|
|
- g_colour_location = glGetAttribLocation(g_shader_handle, "Color");
|
|
|
-
|
|
|
- glGenBuffers(1, &g_vbo_handle);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_DYNAMIC_DRAW);
|
|
|
-
|
|
|
- glGenVertexArrays(1, &g_vao_handle);
|
|
|
- glBindVertexArray(g_vao_handle);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle);
|
|
|
- glEnableVertexAttribArray(g_position_location);
|
|
|
- glEnableVertexAttribArray(g_uv_location);
|
|
|
- glEnableVertexAttribArray(g_colour_location);
|
|
|
+ g_ShaderHandle = glCreateProgram();
|
|
|
+ g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
|
|
+ g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
+ glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
|
|
|
+ glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
|
|
|
+ glCompileShader(g_VertHandle);
|
|
|
+ glCompileShader(g_FragHandle);
|
|
|
+ glAttachShader(g_ShaderHandle, g_VertHandle);
|
|
|
+ glAttachShader(g_ShaderHandle, g_FragHandle);
|
|
|
+ glLinkProgram(g_ShaderHandle);
|
|
|
+
|
|
|
+ g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
|
|
+ g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
|
|
+ g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
|
|
+ g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
|
|
+ g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
|
|
+
|
|
|
+ glGenBuffers(1, &g_VboHandle);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
|
|
|
+
|
|
|
+ glGenVertexArrays(1, &g_VaoHandle);
|
|
|
+ glBindVertexArray(g_VaoHandle);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
|
|
+ glEnableVertexAttribArray(g_AttribLocationPosition);
|
|
|
+ glEnableVertexAttribArray(g_AttribLocationUV);
|
|
|
+ glEnableVertexAttribArray(g_AttribLocationColor);
|
|
|
|
|
|
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
|
|
- glVertexAttribPointer(g_position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
|
|
- glVertexAttribPointer(g_uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
|
|
- glVertexAttribPointer(g_colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
|
|
+ glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
|
|
+ glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
|
|
+ glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
|
|
#undef OFFSETOF
|
|
|
glBindVertexArray(0);
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
@@ -236,7 +236,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
|
|
{
|
|
|
InitGL();
|
|
|
|
|
|
- g_window = window;
|
|
|
+ g_Window = window;
|
|
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
|
@@ -261,7 +261,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
|
|
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
|
|
|
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
|
|
|
#ifdef _MSC_VER
|
|
|
- io.ImeWindowHandle = glfwGetWin32Window(g_window);
|
|
|
+ io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
|
|
#endif
|
|
|
|
|
|
if (install_callbacks)
|
|
@@ -277,21 +277,21 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
|
|
|
|
|
void ImGui_ImplGlfwGL3_Shutdown()
|
|
|
{
|
|
|
- if (g_vao_handle) glDeleteVertexArrays(1, &g_vao_handle);
|
|
|
- if (g_vbo_handle) glDeleteBuffers(1, &g_vbo_handle);
|
|
|
- g_vao_handle = 0;
|
|
|
- g_vbo_handle = 0;
|
|
|
+ if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
|
|
|
+ if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
|
|
+ g_VaoHandle = 0;
|
|
|
+ g_VboHandle = 0;
|
|
|
|
|
|
- glDetachShader(g_shader_handle, g_vert_handle);
|
|
|
- glDeleteShader(g_vert_handle);
|
|
|
- g_vert_handle = 0;
|
|
|
+ glDetachShader(g_ShaderHandle, g_VertHandle);
|
|
|
+ glDeleteShader(g_VertHandle);
|
|
|
+ g_VertHandle = 0;
|
|
|
|
|
|
- glDetachShader(g_shader_handle, g_frag_handle);
|
|
|
- glDeleteShader(g_frag_handle);
|
|
|
- g_frag_handle = 0;
|
|
|
+ glDetachShader(g_ShaderHandle, g_FragHandle);
|
|
|
+ glDeleteShader(g_FragHandle);
|
|
|
+ g_FragHandle = 0;
|
|
|
|
|
|
- glDeleteProgram(g_shader_handle);
|
|
|
- g_shader_handle = 0;
|
|
|
+ glDeleteProgram(g_ShaderHandle);
|
|
|
+ g_ShaderHandle = 0;
|
|
|
|
|
|
GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID;
|
|
|
if (tex_id)
|
|
@@ -304,7 +304,7 @@ void ImGui_ImplGlfwGL3_Shutdown()
|
|
|
|
|
|
void ImGui_ImplGlfwGL3_NewFrame()
|
|
|
{
|
|
|
- if (!g_font_texture_loaded)
|
|
|
+ if (!g_FontTextureLoaded)
|
|
|
ImGui_ImplGlfwGL3_LoadFontsTexture();
|
|
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
@@ -312,32 +312,32 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
|
int w, h;
|
|
|
int display_w, display_h;
|
|
|
- glfwGetWindowSize(g_window, &w, &h);
|
|
|
- glfwGetFramebufferSize(g_window, &display_w, &display_h);
|
|
|
+ glfwGetWindowSize(g_Window, &w, &h);
|
|
|
+ glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
|
|
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
|
|
|
|
|
|
// Setup time step
|
|
|
double current_time = glfwGetTime();
|
|
|
- io.DeltaTime = g_time > 0.0 ? (float)(current_time - g_time) : (float)(1.0f/60.0f);
|
|
|
- g_time = current_time;
|
|
|
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
|
|
+ g_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(g_window, &mouse_x, &mouse_y);
|
|
|
+ glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
|
|
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
|
|
|
mouse_y *= (float)display_h / h;
|
|
|
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] = g_mouse_pressed[0] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
|
|
- io.MouseDown[1] = g_mouse_pressed[1] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
|
|
- io.MouseDown[2] = g_mouse_pressed[2] || glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
|
|
|
- g_mouse_pressed[0] = false;
|
|
|
- g_mouse_pressed[1] = false;
|
|
|
- g_mouse_pressed[2] = false;
|
|
|
+ io.MouseDown[0] = g_MousePressed[0] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
|
|
+ io.MouseDown[1] = g_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
|
|
+ io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
|
|
|
+ g_MousePressed[0] = false;
|
|
|
+ g_MousePressed[1] = false;
|
|
|
+ g_MousePressed[2] = false;
|
|
|
|
|
|
- io.MouseWheel = g_mouse_wheel;
|
|
|
- g_mouse_wheel = 0.0f;
|
|
|
+ io.MouseWheel = g_MouseWheel;
|
|
|
+ g_MouseWheel = 0.0f;
|
|
|
|
|
|
// Start the frame
|
|
|
ImGui::NewFrame();
|