main.cpp 12 KB

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  1. // Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
  2. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. #include "imgui.h"
  6. #include "imgui_impl_glfw.h"
  7. #include "imgui_impl_opengl3.h"
  8. #include <stdio.h>
  9. #if defined(IMGUI_IMPL_OPENGL_ES2)
  10. #include <GLES2/gl2.h>
  11. // About Desktop OpenGL function loaders:
  12. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  13. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  14. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  15. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  16. #include <GL/gl3w.h> // Initialize with gl3wInit()
  17. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  18. #include <GL/glew.h> // Initialize with glewInit()
  19. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  20. #include <glad/glad.h> // Initialize with gladLoadGL()
  21. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  22. #include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
  23. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  24. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  25. #include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
  26. #include <glbinding/gl/gl.h>
  27. using namespace gl;
  28. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  29. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  30. #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
  31. #include <glbinding/gl/gl.h>
  32. using namespace gl;
  33. #else
  34. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  35. #endif
  36. // Include glfw3.h after our OpenGL definitions
  37. #include <GLFW/glfw3.h>
  38. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  39. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  40. // 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.
  41. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  42. #pragma comment(lib, "legacy_stdio_definitions")
  43. #endif
  44. static void glfw_error_callback(int error, const char* description)
  45. {
  46. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  47. }
  48. int main(int, char**)
  49. {
  50. // Setup window
  51. glfwSetErrorCallback(glfw_error_callback);
  52. if (!glfwInit())
  53. return 1;
  54. // Decide GL+GLSL versions
  55. #if defined(IMGUI_IMPL_OPENGL_ES2)
  56. // GL ES 2.0 + GLSL 100
  57. const char* glsl_version = "#version 100";
  58. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  59. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  60. glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
  61. #elif defined(__APPLE__)
  62. // GL 3.2 + GLSL 150
  63. const char* glsl_version = "#version 150";
  64. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  65. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  66. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  67. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
  68. #else
  69. // GL 3.0 + GLSL 130
  70. const char* glsl_version = "#version 130";
  71. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  72. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  73. //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  74. //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
  75. #endif
  76. // Create window with graphics context
  77. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
  78. if (window == NULL)
  79. return 1;
  80. glfwMakeContextCurrent(window);
  81. glfwSwapInterval(1); // Enable vsync
  82. // Initialize OpenGL loader
  83. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  84. bool err = gl3wInit() != 0;
  85. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  86. bool err = glewInit() != GLEW_OK;
  87. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  88. bool err = gladLoadGL() == 0;
  89. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  90. bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
  91. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  92. bool err = false;
  93. glbinding::Binding::initialize();
  94. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  95. bool err = false;
  96. glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
  97. #else
  98. bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  99. #endif
  100. if (err)
  101. {
  102. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  103. return 1;
  104. }
  105. // Setup Dear ImGui context
  106. IMGUI_CHECKVERSION();
  107. ImGui::CreateContext();
  108. ImGuiIO& io = ImGui::GetIO(); (void)io;
  109. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  110. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  111. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  112. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  113. //io.ConfigViewportsNoAutoMerge = true;
  114. //io.ConfigViewportsNoTaskBarIcon = true;
  115. // Setup Dear ImGui style
  116. ImGui::StyleColorsDark();
  117. //ImGui::StyleColorsClassic();
  118. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  119. ImGuiStyle& style = ImGui::GetStyle();
  120. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  121. {
  122. style.WindowRounding = 0.0f;
  123. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  124. }
  125. // Setup Platform/Renderer backends
  126. ImGui_ImplGlfw_InitForOpenGL(window, true);
  127. ImGui_ImplOpenGL3_Init(glsl_version);
  128. // Load Fonts
  129. // - 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.
  130. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  131. // - 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).
  132. // - 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.
  133. // - Read 'docs/FONTS.md' for more instructions and details.
  134. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  135. //io.Fonts->AddFontDefault();
  136. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  137. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  138. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  139. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  140. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  141. //IM_ASSERT(font != NULL);
  142. // Our state
  143. bool show_demo_window = true;
  144. bool show_another_window = false;
  145. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  146. // Main loop
  147. while (!glfwWindowShouldClose(window))
  148. {
  149. // Poll and handle events (inputs, window resize, etc.)
  150. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  151. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  152. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  153. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  154. glfwPollEvents();
  155. // Start the Dear ImGui frame
  156. ImGui_ImplOpenGL3_NewFrame();
  157. ImGui_ImplGlfw_NewFrame();
  158. ImGui::NewFrame();
  159. // 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!).
  160. if (show_demo_window)
  161. ImGui::ShowDemoWindow(&show_demo_window);
  162. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  163. {
  164. static float f = 0.0f;
  165. static int counter = 0;
  166. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  167. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  168. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  169. ImGui::Checkbox("Another Window", &show_another_window);
  170. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  171. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  172. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  173. counter++;
  174. ImGui::SameLine();
  175. ImGui::Text("counter = %d", counter);
  176. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  177. ImGui::End();
  178. }
  179. // 3. Show another simple window.
  180. if (show_another_window)
  181. {
  182. 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)
  183. ImGui::Text("Hello from another window!");
  184. if (ImGui::Button("Close Me"))
  185. show_another_window = false;
  186. ImGui::End();
  187. }
  188. // Rendering
  189. ImGui::Render();
  190. int display_w, display_h;
  191. glfwGetFramebufferSize(window, &display_w, &display_h);
  192. glViewport(0, 0, display_w, display_h);
  193. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  194. glClear(GL_COLOR_BUFFER_BIT);
  195. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  196. // Update and Render additional Platform Windows
  197. // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
  198. // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
  199. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  200. {
  201. GLFWwindow* backup_current_context = glfwGetCurrentContext();
  202. ImGui::UpdatePlatformWindows();
  203. ImGui::RenderPlatformWindowsDefault();
  204. glfwMakeContextCurrent(backup_current_context);
  205. }
  206. glfwSwapBuffers(window);
  207. }
  208. // Cleanup
  209. ImGui_ImplOpenGL3_Shutdown();
  210. ImGui_ImplGlfw_Shutdown();
  211. ImGui::DestroyContext();
  212. glfwDestroyWindow(window);
  213. glfwTerminate();
  214. return 0;
  215. }