imgui_impl_glfw_gl3.cpp 16 KB

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  1. // ImGui GLFW binding with OpenGL3 + shaders
  2. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  4. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  5. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  6. // https://github.com/ocornut/imgui
  7. #include <imgui.h>
  8. #include "imgui_impl_glfw_gl3.h"
  9. // GL3W/GLFW
  10. #include <GL/gl3w.h>
  11. #include <GLFW/glfw3.h>
  12. #ifdef _WIN32
  13. #undef APIENTRY
  14. #define GLFW_EXPOSE_NATIVE_WIN32
  15. #define GLFW_EXPOSE_NATIVE_WGL
  16. #include <GLFW/glfw3native.h>
  17. #endif
  18. // Data
  19. static GLFWwindow* g_Window = NULL;
  20. static double g_Time = 0.0f;
  21. static bool g_MousePressed[3] = { false, false, false };
  22. static float g_MouseWheel = 0.0f;
  23. static GLuint g_FontTexture = 0;
  24. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  25. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  26. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  27. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  28. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  29. // If text or lines are blurry when integrating ImGui in your engine:
  30. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  31. void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
  32. {
  33. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  34. ImGuiIO& io = ImGui::GetIO();
  35. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  36. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  37. if (fb_width == 0 || fb_height == 0)
  38. return;
  39. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  40. // Backup GL state
  41. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  42. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  43. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  44. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  45. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  46. GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
  47. GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
  48. GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
  49. GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
  50. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  51. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  52. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  53. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  54. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  55. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
  56. glEnable(GL_BLEND);
  57. glBlendEquation(GL_FUNC_ADD);
  58. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  59. glDisable(GL_CULL_FACE);
  60. glDisable(GL_DEPTH_TEST);
  61. glEnable(GL_SCISSOR_TEST);
  62. glActiveTexture(GL_TEXTURE0);
  63. // Setup viewport, orthographic projection matrix
  64. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  65. const float ortho_projection[4][4] =
  66. {
  67. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  68. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  69. { 0.0f, 0.0f, -1.0f, 0.0f },
  70. {-1.0f, 1.0f, 0.0f, 1.0f },
  71. };
  72. glUseProgram(g_ShaderHandle);
  73. glUniform1i(g_AttribLocationTex, 0);
  74. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  75. glBindVertexArray(g_VaoHandle);
  76. for (int n = 0; n < draw_data->CmdListsCount; n++)
  77. {
  78. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  79. const ImDrawIdx* idx_buffer_offset = 0;
  80. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  81. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
  82. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  83. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
  84. for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
  85. {
  86. if (pcmd->UserCallback)
  87. {
  88. pcmd->UserCallback(cmd_list, pcmd);
  89. }
  90. else
  91. {
  92. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  93. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
  94. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  95. }
  96. idx_buffer_offset += pcmd->ElemCount;
  97. }
  98. }
  99. // Restore modified GL state
  100. glUseProgram(last_program);
  101. glBindTexture(GL_TEXTURE_2D, last_texture);
  102. glBindVertexArray(last_vertex_array);
  103. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  104. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  105. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  106. glBlendFunc(last_blend_src, last_blend_dst);
  107. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  108. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  109. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  110. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  111. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  112. }
  113. static const char* ImGui_ImplGlfwGL3_GetClipboardText()
  114. {
  115. return glfwGetClipboardString(g_Window);
  116. }
  117. static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
  118. {
  119. glfwSetClipboardString(g_Window, text);
  120. }
  121. void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  122. {
  123. if (action == GLFW_PRESS && button >= 0 && button < 3)
  124. g_MousePressed[button] = true;
  125. }
  126. void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
  127. {
  128. g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
  129. }
  130. void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  131. {
  132. ImGuiIO& io = ImGui::GetIO();
  133. if (action == GLFW_PRESS)
  134. io.KeysDown[key] = true;
  135. if (action == GLFW_RELEASE)
  136. io.KeysDown[key] = false;
  137. (void)mods; // Modifiers are not reliable across systems
  138. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  139. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  140. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  141. }
  142. void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
  143. {
  144. ImGuiIO& io = ImGui::GetIO();
  145. if (c > 0 && c < 0x10000)
  146. io.AddInputCharacter((unsigned short)c);
  147. }
  148. bool ImGui_ImplGlfwGL3_CreateFontsTexture()
  149. {
  150. // Build texture atlas
  151. ImGuiIO& io = ImGui::GetIO();
  152. unsigned char* pixels;
  153. int width, height;
  154. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
  155. // Upload texture to graphics system
  156. GLint last_texture;
  157. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  158. glGenTextures(1, &g_FontTexture);
  159. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  160. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  161. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  162. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  163. // Store our identifier
  164. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  165. // Restore state
  166. glBindTexture(GL_TEXTURE_2D, last_texture);
  167. return true;
  168. }
  169. bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
  170. {
  171. // Backup GL state
  172. GLint last_texture, last_array_buffer, last_vertex_array;
  173. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  174. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  175. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  176. const GLchar *vertex_shader =
  177. "#version 330\n"
  178. "uniform mat4 ProjMtx;\n"
  179. "in vec2 Position;\n"
  180. "in vec2 UV;\n"
  181. "in vec4 Color;\n"
  182. "out vec2 Frag_UV;\n"
  183. "out vec4 Frag_Color;\n"
  184. "void main()\n"
  185. "{\n"
  186. " Frag_UV = UV;\n"
  187. " Frag_Color = Color;\n"
  188. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  189. "}\n";
  190. const GLchar* fragment_shader =
  191. "#version 330\n"
  192. "uniform sampler2D Texture;\n"
  193. "in vec2 Frag_UV;\n"
  194. "in vec4 Frag_Color;\n"
  195. "out vec4 Out_Color;\n"
  196. "void main()\n"
  197. "{\n"
  198. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  199. "}\n";
  200. g_ShaderHandle = glCreateProgram();
  201. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  202. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  203. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  204. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  205. glCompileShader(g_VertHandle);
  206. glCompileShader(g_FragHandle);
  207. glAttachShader(g_ShaderHandle, g_VertHandle);
  208. glAttachShader(g_ShaderHandle, g_FragHandle);
  209. glLinkProgram(g_ShaderHandle);
  210. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  211. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  212. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  213. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  214. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  215. glGenBuffers(1, &g_VboHandle);
  216. glGenBuffers(1, &g_ElementsHandle);
  217. glGenVertexArrays(1, &g_VaoHandle);
  218. glBindVertexArray(g_VaoHandle);
  219. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  220. glEnableVertexAttribArray(g_AttribLocationPosition);
  221. glEnableVertexAttribArray(g_AttribLocationUV);
  222. glEnableVertexAttribArray(g_AttribLocationColor);
  223. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  224. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
  225. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
  226. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
  227. #undef OFFSETOF
  228. ImGui_ImplGlfwGL3_CreateFontsTexture();
  229. // Restore modified GL state
  230. glBindTexture(GL_TEXTURE_2D, last_texture);
  231. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  232. glBindVertexArray(last_vertex_array);
  233. return true;
  234. }
  235. void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
  236. {
  237. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  238. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  239. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  240. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  241. glDetachShader(g_ShaderHandle, g_VertHandle);
  242. glDeleteShader(g_VertHandle);
  243. g_VertHandle = 0;
  244. glDetachShader(g_ShaderHandle, g_FragHandle);
  245. glDeleteShader(g_FragHandle);
  246. g_FragHandle = 0;
  247. glDeleteProgram(g_ShaderHandle);
  248. g_ShaderHandle = 0;
  249. if (g_FontTexture)
  250. {
  251. glDeleteTextures(1, &g_FontTexture);
  252. ImGui::GetIO().Fonts->TexID = 0;
  253. g_FontTexture = 0;
  254. }
  255. }
  256. bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
  257. {
  258. g_Window = window;
  259. ImGuiIO& io = ImGui::GetIO();
  260. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  261. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  262. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  263. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  264. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  265. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  266. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  267. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  268. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  269. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  270. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  271. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  272. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  273. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  274. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  275. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  276. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  277. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  278. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  279. io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  280. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
  281. io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
  282. #ifdef _WIN32
  283. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  284. #endif
  285. if (install_callbacks)
  286. {
  287. glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
  288. glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
  289. glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
  290. glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
  291. }
  292. return true;
  293. }
  294. void ImGui_ImplGlfwGL3_Shutdown()
  295. {
  296. ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
  297. ImGui::Shutdown();
  298. }
  299. void ImGui_ImplGlfwGL3_NewFrame()
  300. {
  301. if (!g_FontTexture)
  302. ImGui_ImplGlfwGL3_CreateDeviceObjects();
  303. ImGuiIO& io = ImGui::GetIO();
  304. // Setup display size (every frame to accommodate for window resizing)
  305. int w, h;
  306. int display_w, display_h;
  307. glfwGetWindowSize(g_Window, &w, &h);
  308. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  309. io.DisplaySize = ImVec2((float)w, (float)h);
  310. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  311. // Setup time step
  312. double current_time = glfwGetTime();
  313. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  314. g_Time = current_time;
  315. // Setup inputs
  316. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  317. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  318. {
  319. double mouse_x, mouse_y;
  320. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  321. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
  322. }
  323. else
  324. {
  325. io.MousePos = ImVec2(-1,-1);
  326. }
  327. for (int i = 0; i < 3; i++)
  328. {
  329. io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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.
  330. g_MousePressed[i] = false;
  331. }
  332. io.MouseWheel = g_MouseWheel;
  333. g_MouseWheel = 0.0f;
  334. // Hide OS mouse cursor if ImGui is drawing it
  335. glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
  336. // Start the frame
  337. ImGui::NewFrame();
  338. }