imgui_impl_glfw_gl3.cpp 16 KB

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