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