main.cpp 15 KB

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  1. // ImGui - standalone example application for OpenGL 3, using programmable pipeline
  2. #ifdef _MSC_VER
  3. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
  4. #endif
  5. #ifdef __clang__
  6. #pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
  7. #endif
  8. #include "../../imgui.h"
  9. #include <stdio.h>
  10. // Glfw/Glew
  11. #define GLEW_STATIC
  12. #include <GL/glew.h>
  13. #include <GLFW/glfw3.h>
  14. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  15. static GLFWwindow* window;
  16. static bool mousePressed[2] = { false, false };
  17. // Shader variables
  18. static int shader_handle, vert_handle, frag_handle;
  19. static int texture_location, proj_mtx_location;
  20. static int position_location, uv_location, colour_location;
  21. static size_t vbo_max_size = 20000;
  22. static unsigned int vbo_handle, vao_handle;
  23. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  24. // If text or lines are blurry when integrating ImGui in your engine:
  25. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
  26. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  27. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  28. {
  29. if (cmd_lists_count == 0)
  30. return;
  31. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
  32. glEnable(GL_BLEND);
  33. glBlendEquation(GL_FUNC_ADD);
  34. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  35. glDisable(GL_CULL_FACE);
  36. glDisable(GL_DEPTH_TEST);
  37. glEnable(GL_SCISSOR_TEST);
  38. glActiveTexture(GL_TEXTURE0);
  39. // Setup orthographic projection matrix
  40. const float width = ImGui::GetIO().DisplaySize.x;
  41. const float height = ImGui::GetIO().DisplaySize.y;
  42. const float ortho_projection[4][4] =
  43. {
  44. { 2.0f/width, 0.0f, 0.0f, 0.0f },
  45. { 0.0f, 2.0f/-height, 0.0f, 0.0f },
  46. { 0.0f, 0.0f, -1.0f, 0.0f },
  47. { -1.0f, 1.0f, 0.0f, 1.0f },
  48. };
  49. glUseProgram(shader_handle);
  50. glUniform1i(texture_location, 0);
  51. glUniformMatrix4fv(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
  52. // Grow our buffer according to what we need
  53. size_t total_vtx_count = 0;
  54. for (int n = 0; n < cmd_lists_count; n++)
  55. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  56. glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
  57. size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
  58. if (neededBufferSize > vbo_max_size)
  59. {
  60. vbo_max_size = neededBufferSize + 5000; // Grow buffer
  61. glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
  62. }
  63. // Copy and convert all vertices into a single contiguous buffer
  64. unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  65. if (!buffer_data)
  66. return;
  67. for (int n = 0; n < cmd_lists_count; n++)
  68. {
  69. const ImDrawList* cmd_list = cmd_lists[n];
  70. memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
  71. buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
  72. }
  73. glUnmapBuffer(GL_ARRAY_BUFFER);
  74. glBindBuffer(GL_ARRAY_BUFFER, 0);
  75. glBindVertexArray(vao_handle);
  76. int cmd_offset = 0;
  77. for (int n = 0; n < cmd_lists_count; n++)
  78. {
  79. const ImDrawList* cmd_list = cmd_lists[n];
  80. int vtx_offset = cmd_offset;
  81. const ImDrawCmd* pcmd_end = cmd_list->commands.end();
  82. for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
  83. {
  84. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
  85. glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
  86. glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
  87. vtx_offset += pcmd->vtx_count;
  88. }
  89. cmd_offset = vtx_offset;
  90. }
  91. // Restore modified state
  92. glBindVertexArray(0);
  93. glUseProgram(0);
  94. glDisable(GL_SCISSOR_TEST);
  95. glBindTexture(GL_TEXTURE_2D, 0);
  96. }
  97. static const char* ImImpl_GetClipboardTextFn()
  98. {
  99. return glfwGetClipboardString(window);
  100. }
  101. static void ImImpl_SetClipboardTextFn(const char* text)
  102. {
  103. glfwSetClipboardString(window, text);
  104. }
  105. // GLFW callbacks to get events
  106. static void glfw_error_callback(int error, const char* description)
  107. {
  108. fputs(description, stderr);
  109. }
  110. static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
  111. {
  112. if (action == GLFW_PRESS && button >= 0 && button < 2)
  113. mousePressed[button] = true;
  114. }
  115. static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
  116. {
  117. ImGuiIO& io = ImGui::GetIO();
  118. io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
  119. }
  120. static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
  121. {
  122. ImGuiIO& io = ImGui::GetIO();
  123. if (action == GLFW_PRESS)
  124. io.KeysDown[key] = true;
  125. if (action == GLFW_RELEASE)
  126. io.KeysDown[key] = false;
  127. io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
  128. io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
  129. }
  130. static void glfw_char_callback(GLFWwindow* window, unsigned int c)
  131. {
  132. if (c > 0 && c < 0x10000)
  133. ImGui::GetIO().AddInputCharacter((unsigned short)c);
  134. }
  135. void InitGL()
  136. {
  137. glfwSetErrorCallback(glfw_error_callback);
  138. if (!glfwInit())
  139. exit(1);
  140. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  141. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
  142. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  143. window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
  144. glfwMakeContextCurrent(window);
  145. glfwSetKeyCallback(window, glfw_key_callback);
  146. glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
  147. glfwSetScrollCallback(window, glfw_scroll_callback);
  148. glfwSetCharCallback(window, glfw_char_callback);
  149. glewExperimental = GL_TRUE;
  150. GLenum err = glewInit();
  151. if (GLEW_OK != err)
  152. fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
  153. const GLchar *vertex_shader =
  154. "#version 330\n"
  155. "uniform mat4 ProjMtx;\n"
  156. "in vec2 Position;\n"
  157. "in vec2 UV;\n"
  158. "in vec4 Color;\n"
  159. "out vec2 Frag_UV;\n"
  160. "out vec4 Frag_Color;\n"
  161. "void main()\n"
  162. "{\n"
  163. " Frag_UV = UV;\n"
  164. " Frag_Color = Color;\n"
  165. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  166. "}\n";
  167. const GLchar* fragment_shader =
  168. "#version 330\n"
  169. "uniform sampler2D Texture;\n"
  170. "in vec2 Frag_UV;\n"
  171. "in vec4 Frag_Color;\n"
  172. "out vec4 Out_Color;\n"
  173. "void main()\n"
  174. "{\n"
  175. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  176. "}\n";
  177. shader_handle = glCreateProgram();
  178. vert_handle = glCreateShader(GL_VERTEX_SHADER);
  179. frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  180. glShaderSource(vert_handle, 1, &vertex_shader, 0);
  181. glShaderSource(frag_handle, 1, &fragment_shader, 0);
  182. glCompileShader(vert_handle);
  183. glCompileShader(frag_handle);
  184. glAttachShader(shader_handle, vert_handle);
  185. glAttachShader(shader_handle, frag_handle);
  186. glLinkProgram(shader_handle);
  187. texture_location = glGetUniformLocation(shader_handle, "Texture");
  188. proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
  189. position_location = glGetAttribLocation(shader_handle, "Position");
  190. uv_location = glGetAttribLocation(shader_handle, "UV");
  191. colour_location = glGetAttribLocation(shader_handle, "Color");
  192. glGenBuffers(1, &vbo_handle);
  193. glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
  194. glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
  195. glGenVertexArrays(1, &vao_handle);
  196. glBindVertexArray(vao_handle);
  197. glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
  198. glEnableVertexAttribArray(position_location);
  199. glEnableVertexAttribArray(uv_location);
  200. glEnableVertexAttribArray(colour_location);
  201. glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
  202. glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
  203. glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
  204. glBindVertexArray(0);
  205. glBindBuffer(GL_ARRAY_BUFFER, 0);
  206. }
  207. void LoadFontTexture(ImFont* font)
  208. {
  209. unsigned char* pixels;
  210. int width, height;
  211. font->GetTextureDataRGBA32(&pixels, &width, &height);
  212. GLuint tex_id;
  213. glGenTextures(1, &tex_id);
  214. glBindTexture(GL_TEXTURE_2D, tex_id);
  215. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  216. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  217. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  218. font->TexID = (void *)(intptr_t)tex_id;
  219. }
  220. void InitImGui()
  221. {
  222. ImGuiIO& io = ImGui::GetIO();
  223. 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)
  224. io.PixelCenterOffset = 0.5f; // Align OpenGL texels
  225. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  226. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  227. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  228. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  229. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  230. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  231. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  232. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  233. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  234. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  235. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  236. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  237. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  238. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  239. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  240. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  241. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  242. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  243. io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
  244. io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
  245. // Load font (optionally load a custom TTF font)
  246. //io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
  247. //io.Font->DisplayOffset.y += 1.0f;
  248. LoadFontTexture(io.Font);
  249. }
  250. void UpdateImGui()
  251. {
  252. ImGuiIO& io = ImGui::GetIO();
  253. // Setup resolution (every frame to accommodate for window resizing)
  254. int w, h;
  255. int display_w, display_h;
  256. glfwGetWindowSize(window, &w, &h);
  257. glfwGetFramebufferSize(window, &display_w, &display_h);
  258. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  259. // Setup time step
  260. static double time = 0.0f;
  261. const double current_time = glfwGetTime();
  262. io.DeltaTime = (float)(current_time - time);
  263. time = current_time;
  264. // Setup inputs
  265. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  266. double mouse_x, mouse_y;
  267. glfwGetCursorPos(window, &mouse_x, &mouse_y);
  268. mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
  269. mouse_y *= (float)display_h / h;
  270. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  271. io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 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.
  272. io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
  273. // Start the frame
  274. ImGui::NewFrame();
  275. }
  276. // Application code
  277. int main(int argc, char** argv)
  278. {
  279. InitGL();
  280. InitImGui();
  281. bool show_test_window = true;
  282. bool show_another_window = false;
  283. ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
  284. while (!glfwWindowShouldClose(window))
  285. {
  286. ImGuiIO& io = ImGui::GetIO();
  287. io.MouseWheel = 0;
  288. mousePressed[0] = mousePressed[1] = false;
  289. glfwPollEvents();
  290. UpdateImGui();
  291. // 1. Show a simple window
  292. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  293. {
  294. static float f;
  295. ImGui::Text("Hello, world!");
  296. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  297. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  298. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  299. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  300. // Calculate and show frame rate
  301. static float ms_per_frame[120] = { 0 };
  302. static int ms_per_frame_idx = 0;
  303. static float ms_per_frame_accum = 0.0f;
  304. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  305. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  306. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  307. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  308. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  309. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  310. }
  311. // 2. Show another simple window, this time using an explicit Begin/End pair
  312. if (show_another_window)
  313. {
  314. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  315. ImGui::Text("Hello");
  316. ImGui::End();
  317. }
  318. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  319. if (show_test_window)
  320. {
  321. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
  322. ImGui::ShowTestWindow(&show_test_window);
  323. }
  324. // Rendering
  325. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  326. glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
  327. glClear(GL_COLOR_BUFFER_BIT);
  328. ImGui::Render();
  329. glfwSwapBuffers(window);
  330. }
  331. // Cleanup
  332. if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
  333. if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
  334. glDetachShader(shader_handle, vert_handle);
  335. glDetachShader(shader_handle, frag_handle);
  336. glDeleteShader(vert_handle);
  337. glDeleteShader(frag_handle);
  338. glDeleteProgram(shader_handle);
  339. ImGui::Shutdown();
  340. glfwTerminate();
  341. return 0;
  342. }