main.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214
  1. // dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  4. #include "imgui.h"
  5. #include "imgui_impl_glfw.h"
  6. #include "imgui_impl_opengl3.h"
  7. #include <stdio.h>
  8. // About Desktop OpenGL function loaders:
  9. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  10. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  11. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  12. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  13. #include <GL/gl3w.h> // Initialize with gl3wInit()
  14. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  15. #include <GL/glew.h> // Initialize with glewInit()
  16. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  17. #include <glad/glad.h> // Initialize with gladLoadGL()
  18. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  19. #include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
  20. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  21. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  22. #include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
  23. #include <glbinding/gl/gl.h>
  24. using namespace gl;
  25. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  26. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  27. #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
  28. #include <glbinding/gl/gl.h>
  29. using namespace gl;
  30. #else
  31. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  32. #endif
  33. // Include glfw3.h after our OpenGL definitions
  34. #include <GLFW/glfw3.h>
  35. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  36. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  37. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
  38. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  39. #pragma comment(lib, "legacy_stdio_definitions")
  40. #endif
  41. static void glfw_error_callback(int error, const char* description)
  42. {
  43. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  44. }
  45. int main(int, char**)
  46. {
  47. // Setup window
  48. glfwSetErrorCallback(glfw_error_callback);
  49. if (!glfwInit())
  50. return 1;
  51. // Decide GL+GLSL versions
  52. #if __APPLE__
  53. // GL 3.2 + GLSL 150
  54. const char* glsl_version = "#version 150";
  55. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  56. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  57. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  58. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  59. #else
  60. // GL 3.0 + GLSL 130
  61. const char* glsl_version = "#version 130";
  62. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  63. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  64. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  65. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  66. #endif
  67. // Create window with graphics context
  68. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
  69. if (window == NULL)
  70. return 1;
  71. glfwMakeContextCurrent(window);
  72. glfwSwapInterval(1); // Enable vsync
  73. // Initialize OpenGL loader
  74. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  75. bool err = gl3wInit() != 0;
  76. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  77. bool err = glewInit() != GLEW_OK;
  78. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  79. bool err = gladLoadGL() == 0;
  80. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  81. bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad docs recommend using the windowing library loader instead of the (optionally) bundled one.
  82. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  83. bool err = false;
  84. glbinding::Binding::initialize();
  85. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  86. bool err = false;
  87. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
  88. #else
  89. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  90. #endif
  91. if (err)
  92. {
  93. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  94. return 1;
  95. }
  96. // Setup Dear ImGui context
  97. IMGUI_CHECKVERSION();
  98. ImGui::CreateContext();
  99. ImGuiIO& io = ImGui::GetIO(); (void)io;
  100. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  101. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  102. // Setup Dear ImGui style
  103. ImGui::StyleColorsDark();
  104. //ImGui::StyleColorsClassic();
  105. // Setup Platform/Renderer bindings
  106. ImGui_ImplGlfw_InitForOpenGL(window, true);
  107. ImGui_ImplOpenGL3_Init(glsl_version);
  108. // Load Fonts
  109. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  110. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  111. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  112. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
  113. // - Read 'docs/FONTS.md' for more instructions and details.
  114. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  115. //io.Fonts->AddFontDefault();
  116. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  117. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  118. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  119. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  120. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  121. //IM_ASSERT(font != NULL);
  122. // Our state
  123. bool show_demo_window = true;
  124. bool show_another_window = false;
  125. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  126. // Main loop
  127. while (!glfwWindowShouldClose(window))
  128. {
  129. // Poll and handle events (inputs, window resize, etc.)
  130. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  131. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  132. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  133. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  134. glfwPollEvents();
  135. // Start the Dear ImGui frame
  136. ImGui_ImplOpenGL3_NewFrame();
  137. ImGui_ImplGlfw_NewFrame();
  138. ImGui::NewFrame();
  139. // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
  140. if (show_demo_window)
  141. ImGui::ShowDemoWindow(&show_demo_window);
  142. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  143. {
  144. static float f = 0.0f;
  145. static int counter = 0;
  146. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  147. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  148. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  149. ImGui::Checkbox("Another Window", &show_another_window);
  150. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  151. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  152. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  153. counter++;
  154. ImGui::SameLine();
  155. ImGui::Text("counter = %d", counter);
  156. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  157. ImGui::End();
  158. }
  159. // 3. Show another simple window.
  160. if (show_another_window)
  161. {
  162. ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
  163. ImGui::Text("Hello from another window!");
  164. if (ImGui::Button("Close Me"))
  165. show_another_window = false;
  166. ImGui::End();
  167. }
  168. // Rendering
  169. ImGui::Render();
  170. int display_w, display_h;
  171. glfwGetFramebufferSize(window, &display_w, &display_h);
  172. glViewport(0, 0, display_w, display_h);
  173. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  174. glClear(GL_COLOR_BUFFER_BIT);
  175. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  176. glfwSwapBuffers(window);
  177. }
  178. // Cleanup
  179. ImGui_ImplOpenGL3_Shutdown();
  180. ImGui_ImplGlfw_Shutdown();
  181. ImGui::DestroyContext();
  182. glfwDestroyWindow(window);
  183. glfwTerminate();
  184. return 0;
  185. }