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- #define GLEW_STATIC
- #include <GL/glew.h>
- #include <GLFW/glfw3.h>
- #define STB_IMAGE_IMPLEMENTATION
- #include "stb_image.h" // for .png loading
- #include "../../imgui.h"
- #ifdef _MSC_VER
- #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
- #endif
- static GLFWwindow* window;
- static GLuint vbo;
- static GLuint vao;
- static GLuint vertexShader;
- static GLuint fragmentShader;
- static GLuint shaderProgram;
- static GLuint fontTex;
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
- static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
- {
- size_t total_vtx_count = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- total_vtx_count += cmd_lists[n]->vtx_buffer.size();
- if (total_vtx_count == 0)
- return;
- // Copy all vertices into a single contiguous GL buffer
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBindVertexArray(vao);
- glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
- unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
- if (!buffer_data)
- return;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- const ImDrawList* cmd_list = cmd_lists[n];
- memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
- buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
- }
- glUnmapBuffer(GL_ARRAY_BUFFER);
-
- // Setup render state: alpha-blending enabled, no face culling, no depth testing
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- // Bind texture and enable our shader
- glBindTexture(GL_TEXTURE_2D, fontTex);
- glUseProgram(shaderProgram);
- const GLint uniMVP = glGetUniformLocation(shaderProgram, "MVP");
- const GLint uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float mvp[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
- // Render command lists
- int vtx_offset = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- // Setup stack of clipping rectangles
- int clip_rect_buf_offset = 0;
- ImVector<ImVec4> clip_rect_stack;
- clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
- // Render command list
- const ImDrawList* cmd_list = cmd_lists[n];
- const ImDrawCmd* pcmd_end = cmd_list->commands.end();
- for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
- {
- switch (pcmd->cmd_type)
- {
- case ImDrawCmdType_DrawTriangleList:
- glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
- glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
- vtx_offset += pcmd->vtx_count;
- break;
- case ImDrawCmdType_PushClipRect:
- clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
- break;
- case ImDrawCmdType_PopClipRect:
- clip_rect_stack.pop_back();
- break;
- }
- }
- }
- // Cleanup GL state
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glUseProgram(0);
- }
- static const char* ImImpl_GetClipboardTextFn()
- {
- return glfwGetClipboardString(window);
- }
- static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
- {
- if (!text_end)
- text_end = text + strlen(text);
- // Add a zero-terminator because glfw function doesn't take a size
- char* buf = (char*)malloc(text_end - text + 1);
- memcpy(buf, text, text_end-text);
- buf[text_end-text] = '\0';
- glfwSetClipboardString(window, buf);
- free(buf);
- }
- // Shader sources
- const GLchar* vertexSource =
- "#version 150 core\n"
- "uniform mat4 MVP;"
- "in vec2 i_pos;"
- "in vec2 i_uv;"
- "in vec4 i_col;"
- "out vec4 col;"
- "out vec2 pixel_pos;"
- "out vec2 uv;"
- "void main() {"
- " col = i_col;"
- " pixel_pos = i_pos;"
- " uv = i_uv;"
- " gl_Position = MVP * vec4(i_pos.x, i_pos.y, 0.0f, 1.0f);"
- "}";
- const GLchar* fragmentSource =
- "#version 150 core\n"
- "uniform sampler2D Tex;"
- "uniform vec4 ClipRect;"
- "in vec4 col;"
- "in vec2 pixel_pos;"
- "in vec2 uv;"
- "out vec4 o_col;"
- "void main() {"
- " o_col = texture(Tex, uv) * col;"
- //" if (pixel_pos.x < ClipRect.x || pixel_pos.y < ClipRect.y || pixel_pos.x > ClipRect.z || pixel_pos.y > ClipRect.w) discard;" // Clipping: using discard
- //" if (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w) < 1.0f) discard;" // Clipping: using discard and step
- " o_col.w *= (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w));" // Clipping: branch-less, set alpha 0.0f
- "}";
- // GLFW callbacks to get events
- static void glfw_error_callback(int error, const char* description)
- {
- fputs(description, stderr);
- }
- static float mouse_wheel = 0.0f;
- static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
- {
- mouse_wheel = (float)yoffset;
- }
- static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
- {
- ImGuiIO& io = ImGui::GetIO();
- if (action == GLFW_PRESS)
- io.KeysDown[key] = true;
- if (action == GLFW_RELEASE)
- io.KeysDown[key] = false;
- io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
- io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
- }
- static void glfw_char_callback(GLFWwindow* window, unsigned int c)
- {
- if (c > 0 && c <= 255)
- ImGui::GetIO().AddInputCharacter((char)c);
- }
- // OpenGL code based on http://open.gl tutorials
- void InitGL()
- {
- glfwSetErrorCallback(glfw_error_callback);
- if (!glfwInit())
- exit(1);
- //glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- //glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
- //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
- glfwWindowHint(GLFW_REFRESH_RATE, 60);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
- window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", nullptr, nullptr);
- glfwMakeContextCurrent(window);
- glfwSetKeyCallback(window, glfw_key_callback);
- glfwSetScrollCallback(window, glfw_scroll_callback);
- glfwSetCharCallback(window, glfw_char_callback);
- glewExperimental = GL_TRUE;
- glewInit();
- GLenum err = GL_NO_ERROR;
- err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
- }
- void InitImGui()
- {
- int w, h;
- glfwGetWindowSize(window, &w, &h);
- ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.5f; // Align OpenGL texels
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
- io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
- io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
- // Setup graphics backend
- GLint status = GL_TRUE;
- GLenum err = GL_NO_ERROR;
- err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
- // Create and compile the vertex shader
- vertexShader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertexShader, 1, &vertexSource, NULL);
- glCompileShader(vertexShader);
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
- if (status != GL_TRUE)
- {
- char buffer[512];
- glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
- printf("%s", buffer);
- IM_ASSERT(status == GL_TRUE);
- }
- // Create and compile the fragment shader
- fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
- glCompileShader(fragmentShader);
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
- IM_ASSERT(status == GL_TRUE);
- // Link the vertex and fragment shader into a shader program
- shaderProgram = glCreateProgram();
- glAttachShader(shaderProgram, vertexShader);
- glAttachShader(shaderProgram, fragmentShader);
- glBindFragDataLocation(shaderProgram, 0, "o_col");
- glLinkProgram(shaderProgram);
- glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
- IM_ASSERT(status == GL_TRUE);
- // Create Vertex Buffer Objects & Vertex Array Objects
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glGenVertexArrays(1, &vao);
- glBindVertexArray(vao);
- GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
- glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
- glEnableVertexAttribArray(posAttrib);
- GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
- glEnableVertexAttribArray(uvAttrib);
- glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
- GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
- glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
- glEnableVertexAttribArray(colAttrib);
- err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- // Load font texture
- glGenTextures(1, &fontTex);
- glBindTexture(GL_TEXTURE_2D, fontTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- const void* png_data;
- unsigned int png_size;
- ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
- int tex_x, tex_y, tex_comp;
- void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
- stbi_image_free(tex_data);
- }
- void Shutdown()
- {
- ImGui::Shutdown();
- glDeleteProgram(shaderProgram);
- glDeleteShader(fragmentShader);
- glDeleteShader(vertexShader);
- glDeleteBuffers(1, &vbo);
- glDeleteVertexArrays(1, &vao);
- glfwTerminate();
- }
- int main(int argc, char** argv)
- {
- InitGL();
- InitImGui();
- double time = glfwGetTime();
- while (!glfwWindowShouldClose(window))
- {
- ImGuiIO& io = ImGui::GetIO();
- glfwPollEvents();
- // 1) ImGui start frame, setup time delta & inputs
- const double current_time = glfwGetTime();
- io.DeltaTime = (float)(current_time - time);
- time = current_time;
- double mouse_x, mouse_y;
- glfwGetCursorPos(window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
- io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
- io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
- io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
- mouse_wheel = 0.0f;
- ImGui::NewFrame();
- // 2) ImGui usage
- static bool show_test_window = true;
- static bool show_another_window = false;
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- show_test_window ^= ImGui::Button("Test Window");
- show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
- static float ms_per_frame[120] = { 0 };
- static int ms_per_frame_idx = 0;
- static float ms_per_frame_accum = 0.0f;
- ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
- ms_per_frame[ms_per_frame_idx] = io.DeltaTime * 1000.0f;
- ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
- ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
- const float ms_per_frame_avg = ms_per_frame_accum / 120;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
- if (show_test_window)
- {
- // More example code in ShowTestWindow()
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
- }
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
- ImGui::Text("Hello");
- ImGui::End();
- }
- // 3) Rendering
- glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- ImGui::Render();
- glfwSwapBuffers(window);
- }
- Shutdown();
- return 0;
- }
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