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- // ImGui - standalone example application for OpenGL 3, using programmable pipeline
- #ifdef _MSC_VER
- #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
- #endif
- #ifdef __clang__
- #pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
- #endif
- #include "../../imgui.h"
- #include <stdio.h>
- // Glfw/Glew
- #define GLEW_STATIC
- #include <GL/glew.h>
- #include <GLFW/glfw3.h>
- #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
- static GLFWwindow* window;
- static bool mousePressed[2] = { false, false };
- // Shader variables
- static int shader_handle, vert_handle, frag_handle;
- static int texture_location, proj_mtx_location;
- static int position_location, uv_location, colour_location;
- static size_t vbo_max_size = 20000;
- static unsigned int vbo_handle, vao_handle;
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // If text or lines are blurry when integrating ImGui in your engine:
- // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
- // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
- static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
- {
- if (cmd_lists_count == 0)
- return;
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[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 },
- };
- glUseProgram(shader_handle);
- glUniform1i(texture_location, 0);
- glUniformMatrix4fv(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
- // Grow our buffer according to what we need
- size_t total_vtx_count = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- total_vtx_count += cmd_lists[n]->vtx_buffer.size();
- glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
- size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
- if (neededBufferSize > vbo_max_size)
- {
- vbo_max_size = neededBufferSize + 5000; // Grow buffer
- glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
- }
- // Copy and convert all vertices into a single contiguous buffer
- 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);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(vao_handle);
- int cmd_offset = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- const ImDrawList* cmd_list = cmd_lists[n];
- int vtx_offset = cmd_offset;
- const ImDrawCmd* pcmd_end = cmd_list->commands.end();
- for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
- 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));
- glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
- vtx_offset += pcmd->vtx_count;
- }
- cmd_offset = vtx_offset;
- }
- // Restore modified state
- glBindVertexArray(0);
- glUseProgram(0);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- static const char* ImImpl_GetClipboardTextFn()
- {
- return glfwGetClipboardString(window);
- }
- static void ImImpl_SetClipboardTextFn(const char* text)
- {
- glfwSetClipboardString(window, text);
- }
- // GLFW callbacks to get events
- static void glfw_error_callback(int error, const char* description)
- {
- fputs(description, stderr);
- }
- static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
- {
- if (action == GLFW_PRESS && button >= 0 && button < 2)
- mousePressed[button] = true;
- }
- static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
- {
- ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
- }
- 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 < 0x10000)
- ImGui::GetIO().AddInputCharacter((unsigned short)c);
- }
- void InitGL()
- {
- glfwSetErrorCallback(glfw_error_callback);
- if (!glfwInit())
- exit(1);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
- glfwMakeContextCurrent(window);
- glfwSetKeyCallback(window, glfw_key_callback);
- glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
- glfwSetScrollCallback(window, glfw_scroll_callback);
- glfwSetCharCallback(window, glfw_char_callback);
- glewExperimental = GL_TRUE;
- GLenum err = glewInit();
- if (GLEW_OK != err)
- fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
- const GLchar *vertex_shader =
- "#version 330\n"
- "uniform mat4 ProjMtx;\n"
- "in vec2 Position;\n"
- "in vec2 UV;\n"
- "in vec4 Color;\n"
- "out vec2 Frag_UV;\n"
- "out vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
- const GLchar* fragment_shader =
- "#version 330\n"
- "uniform sampler2D Texture;\n"
- "in vec2 Frag_UV;\n"
- "in vec4 Frag_Color;\n"
- "out vec4 Out_Color;\n"
- "void main()\n"
- "{\n"
- " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
- "}\n";
- shader_handle = glCreateProgram();
- vert_handle = glCreateShader(GL_VERTEX_SHADER);
- frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(vert_handle, 1, &vertex_shader, 0);
- glShaderSource(frag_handle, 1, &fragment_shader, 0);
- glCompileShader(vert_handle);
- glCompileShader(frag_handle);
- glAttachShader(shader_handle, vert_handle);
- glAttachShader(shader_handle, frag_handle);
- glLinkProgram(shader_handle);
- texture_location = glGetUniformLocation(shader_handle, "Texture");
- proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
- position_location = glGetAttribLocation(shader_handle, "Position");
- uv_location = glGetAttribLocation(shader_handle, "UV");
- colour_location = glGetAttribLocation(shader_handle, "Color");
- glGenBuffers(1, &vbo_handle);
- glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
- glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
- glGenVertexArrays(1, &vao_handle);
- glBindVertexArray(vao_handle);
- glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
- glEnableVertexAttribArray(position_location);
- glEnableVertexAttribArray(uv_location);
- glEnableVertexAttribArray(colour_location);
- glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- void LoadFontTexture(ImFont* font)
- {
- unsigned char* pixels;
- int width, height;
- font->GetTextureDataRGBA32(&pixels, &width, &height);
- GLuint tex_id;
- glGenTextures(1, &tex_id);
- glBindTexture(GL_TEXTURE_2D, tex_id);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- font->TexID = (void *)(intptr_t)tex_id;
- }
- void InitImGui()
- {
- ImGuiIO& io = ImGui::GetIO();
- 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.
- 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;
- // Load font (optionally load a custom TTF font)
- //io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
- //io.Font->DisplayOffset.y += 1.0f;
- LoadFontTexture(io.Font);
- }
- void UpdateImGui()
- {
- ImGuiIO& io = ImGui::GetIO();
- // Setup resolution (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
- // Setup time step
- static double time = 0.0f;
- const double current_time = glfwGetTime();
- io.DeltaTime = (float)(current_time - time);
- time = current_time;
- // Setup inputs
- // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
- double mouse_x, mouse_y;
- glfwGetCursorPos(window, &mouse_x, &mouse_y);
- mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
- mouse_y *= (float)display_h / h;
- 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] = 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.
- io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
- // Start the frame
- ImGui::NewFrame();
- }
- // Application code
- int main(int argc, char** argv)
- {
- InitGL();
- InitImGui();
- bool show_test_window = true;
- bool show_another_window = false;
- ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
- while (!glfwWindowShouldClose(window))
- {
- ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = 0;
- mousePressed[0] = mousePressed[1] = false;
- glfwPollEvents();
- UpdateImGui();
- // 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
- {
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_col);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- // Calculate and show frame rate
- 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] = ImGui::GetIO().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);
- }
- // 2. Show another simple window, this time using an explicit Begin/End pair
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
- ImGui::Text("Hello");
- ImGui::End();
- }
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
- if (show_test_window)
- {
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
- }
-
- // Rendering
- glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
- glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
- glClear(GL_COLOR_BUFFER_BIT);
- ImGui::Render();
- glfwSwapBuffers(window);
- }
- // Cleanup
- if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
- if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
- glDetachShader(shader_handle, vert_handle);
- glDetachShader(shader_handle, frag_handle);
- glDeleteShader(vert_handle);
- glDeleteShader(frag_handle);
- glDeleteProgram(shader_handle);
- ImGui::Shutdown();
- glfwTerminate();
- return 0;
- }
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