Other examples will follow.features/sdl_renderer3_multiviewports
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// ImGui GLFW bindings
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// https://github.com/ocornut/imgui
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#include <imgui.h> |
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#include "imgui_impl_glfw.h" |
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// GLFW
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#include <GLFW/glfw3.h> |
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#ifdef _MSC_VER |
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#undef APIENTRY |
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#define GLFW_EXPOSE_NATIVE_WIN32 |
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#define GLFW_EXPOSE_NATIVE_WGL |
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#include <GLFW/glfw3native.h> |
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#endif |
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static GLFWwindow* GWindow = NULL; |
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static bool GMousePressed[3] = { false, false, false }; |
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static double GTime = 0.0f; |
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static bool GFontTextureLoaded; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) |
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{ |
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if (cmd_lists_count == 0) |
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return; |
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_DEPTH_TEST); |
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glEnable(GL_SCISSOR_TEST); |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glEnable(GL_TEXTURE_2D); |
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// Setup orthographic projection matrix
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const float width = ImGui::GetIO().DisplaySize.x; |
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const float height = ImGui::GetIO().DisplaySize.y; |
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glMatrixMode(GL_PROJECTION); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f); |
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glMatrixMode(GL_MODELVIEW); |
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glPushMatrix(); |
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glLoadIdentity(); |
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// Render command lists
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front(); |
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos))); |
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv))); |
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col))); |
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int vtx_offset = 0; |
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; |
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); |
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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)); |
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); |
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vtx_offset += pcmd->vtx_count; |
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} |
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} |
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#undef OFFSETOF |
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// Restore modified state
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glDisableClientState(GL_COLOR_ARRAY); |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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glDisableClientState(GL_VERTEX_ARRAY); |
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glMatrixMode(GL_MODELVIEW); |
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glPopMatrix(); |
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glMatrixMode(GL_PROJECTION); |
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glPopMatrix(); |
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glPopAttrib(); |
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} |
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static const char* ImGui_ImplGlfw_GetClipboardText() |
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{ |
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return glfwGetClipboardString(GWindow); |
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} |
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static void ImGui_ImplGlfw_SetClipboardText(const char* text) |
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{ |
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glfwSetClipboardString(GWindow, text); |
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} |
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) |
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{ |
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if (action == GLFW_PRESS && button >= 0 && button < 3) |
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GMousePressed[button] = true; |
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} |
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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} |
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void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (action == GLFW_PRESS) |
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io.KeysDown[key] = true; |
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if (action == GLFW_RELEASE) |
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io.KeysDown[key] = false; |
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io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0; |
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io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0; |
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} |
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (c > 0 && c < 0x10000) |
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io.AddInputCharacter((unsigned short)c); |
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} |
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void ImGui_ImplGlfw_LoadFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); |
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GLuint tex_id; |
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glGenTextures(1, &tex_id); |
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glBindTexture(GL_TEXTURE_2D, tex_id); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels); |
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)tex_id; |
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GFontTextureLoaded = true; |
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} |
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bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) |
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{ |
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GWindow = window; |
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ImGuiIO& io = ImGui::GetIO(); |
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; |
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; |
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; |
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; |
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; |
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; |
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; |
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; |
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; |
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; |
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; |
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; |
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io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; |
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; |
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; |
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#ifdef _MSC_VER |
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io.ImeWindowHandle = glfwGetWin32Window(GWindow); |
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#endif |
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if (install_callbacks) |
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{ |
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glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
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glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
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glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback); |
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glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
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} |
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return true; |
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} |
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void ImGui_ImplGlfw_Shutdown() |
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{ |
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GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID; |
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if (tex_id) |
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{ |
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glDeleteTextures(1, &tex_id); |
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ImGui::GetIO().Fonts->TexID = 0; |
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} |
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ImGui::Shutdown(); |
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} |
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void ImGui_ImplGlfw_NewFrame() |
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{ |
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if (!GFontTextureLoaded) |
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ImGui_ImplGlfw_LoadFontsTexture(); |
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ImGuiIO& io = ImGui::GetIO(); |
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// Setup display size (every frame to accommodate for window resizing)
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int w, h; |
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int display_w, display_h; |
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glfwGetWindowSize(GWindow, &w, &h); |
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glfwGetFramebufferSize(GWindow, &display_w, &display_h); |
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); |
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// Setup time step
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double current_time = glfwGetTime(); |
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io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f); |
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GTime = current_time; |
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y; |
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glfwGetCursorPos(GWindow, &mouse_x, &mouse_y); |
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mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
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mouse_y *= (float)display_h / h; |
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = GMousePressed[0] || glfwGetMouseButton(GWindow, 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.
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io.MouseDown[1] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0; |
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io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0; |
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GMousePressed[0] = false; |
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GMousePressed[1] = false; |
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GMousePressed[2] = false; |
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// Start the frame
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ImGui::NewFrame(); |
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} |
@ -0,0 +1,16 @@ |
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// ImGui GLFW bindings
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// https://github.com/ocornut/imgui
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struct GLFWwindow; |
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bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); |
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void ImGui_ImplGlfw_Shutdown(); |
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void ImGui_ImplGlfw_LoadFontsTexture(); |
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void ImGui_ImplGlfw_NewFrame(); |
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provide here if you want to chain callbacks
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); |
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); |
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void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); |
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); |
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