main.cpp 9.3 KB

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  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 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_GLBINDING)
  19. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  20. #include <glbinding/glbinding.h> // Initialize with glbinding::initialize()
  21. #include <glbinding/gl/gl.h>
  22. using namespace gl;
  23. #else
  24. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  25. #endif
  26. // Include glfw3.h after our OpenGL definitions
  27. #include <GLFW/glfw3.h>
  28. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  29. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  30. // 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.
  31. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  32. #pragma comment(lib, "legacy_stdio_definitions")
  33. #endif
  34. static void glfw_error_callback(int error, const char* description)
  35. {
  36. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  37. }
  38. int main(int, char**)
  39. {
  40. // Setup window
  41. glfwSetErrorCallback(glfw_error_callback);
  42. if (!glfwInit())
  43. return 1;
  44. // Decide GL+GLSL versions
  45. #if __APPLE__
  46. // GL 3.2 + GLSL 150
  47. const char* glsl_version = "#version 150";
  48. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  49. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  50. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  51. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  52. #else
  53. // GL 3.0 + GLSL 130
  54. const char* glsl_version = "#version 130";
  55. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  56. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  57. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  58. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  59. #endif
  60. // Create window with graphics context
  61. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
  62. if (window == NULL)
  63. return 1;
  64. glfwMakeContextCurrent(window);
  65. glfwSwapInterval(1); // Enable vsync
  66. // Initialize OpenGL loader
  67. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  68. bool err = gl3wInit() != 0;
  69. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  70. bool err = glewInit() != GLEW_OK;
  71. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  72. bool err = gladLoadGL() == 0;
  73. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
  74. bool err = false;
  75. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
  76. #else
  77. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  78. #endif
  79. if (err)
  80. {
  81. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  82. return 1;
  83. }
  84. // Setup Dear ImGui context
  85. IMGUI_CHECKVERSION();
  86. ImGui::CreateContext();
  87. ImGuiIO& io = ImGui::GetIO(); (void)io;
  88. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  89. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  90. // Setup Dear ImGui style
  91. ImGui::StyleColorsDark();
  92. //ImGui::StyleColorsClassic();
  93. // Setup Platform/Renderer bindings
  94. ImGui_ImplGlfw_InitForOpenGL(window, true);
  95. ImGui_ImplOpenGL3_Init(glsl_version);
  96. // Load Fonts
  97. // - 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.
  98. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  99. // - 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).
  100. // - 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.
  101. // - Read 'docs/FONTS.txt' for more instructions and details.
  102. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  103. //io.Fonts->AddFontDefault();
  104. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  105. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  106. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  107. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  108. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  109. //IM_ASSERT(font != NULL);
  110. // Our state
  111. bool show_demo_window = true;
  112. bool show_another_window = false;
  113. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  114. // Main loop
  115. while (!glfwWindowShouldClose(window))
  116. {
  117. // Poll and handle events (inputs, window resize, etc.)
  118. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  119. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  120. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  121. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  122. glfwPollEvents();
  123. // Start the Dear ImGui frame
  124. ImGui_ImplOpenGL3_NewFrame();
  125. ImGui_ImplGlfw_NewFrame();
  126. ImGui::NewFrame();
  127. // 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!).
  128. if (show_demo_window)
  129. ImGui::ShowDemoWindow(&show_demo_window);
  130. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  131. {
  132. static float f = 0.0f;
  133. static int counter = 0;
  134. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  135. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  136. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  137. ImGui::Checkbox("Another Window", &show_another_window);
  138. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  139. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  140. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  141. counter++;
  142. ImGui::SameLine();
  143. ImGui::Text("counter = %d", counter);
  144. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  145. ImGui::End();
  146. }
  147. // 3. Show another simple window.
  148. if (show_another_window)
  149. {
  150. 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)
  151. ImGui::Text("Hello from another window!");
  152. if (ImGui::Button("Close Me"))
  153. show_another_window = false;
  154. ImGui::End();
  155. }
  156. // Rendering
  157. ImGui::Render();
  158. int display_w, display_h;
  159. glfwGetFramebufferSize(window, &display_w, &display_h);
  160. glViewport(0, 0, display_w, display_h);
  161. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  162. glClear(GL_COLOR_BUFFER_BIT);
  163. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  164. glfwSwapBuffers(window);
  165. }
  166. // Cleanup
  167. ImGui_ImplOpenGL3_Shutdown();
  168. ImGui_ImplGlfw_Shutdown();
  169. ImGui::DestroyContext();
  170. glfwDestroyWindow(window);
  171. glfwTerminate();
  172. return 0;
  173. }