commit
91684a428b
28 changed files with 2778 additions and 984 deletions
@ -0,0 +1,17 @@ |
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language: cpp |
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os: |
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- linux |
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compiler: |
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- gcc |
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- clang |
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before_install: |
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- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi |
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- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi |
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script: |
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- make -C examples/opengl_example |
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- make -C examples/opengl3_example |
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// ImGui - standalone example application for DirectX 11
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#include <windows.h> |
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#define STB_IMAGE_IMPLEMENTATION |
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#include "../shared/stb_image.h" // for .png loading |
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#include "../../imgui.h" |
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// DirectX 11
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#include <d3d11.h> |
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#include <d3dcompiler.h> |
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#define DIRECTINPUT_VERSION 0x0800 |
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#include <dinput.h> |
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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static HWND hWnd; |
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static ID3D11Device* g_pd3dDevice = NULL; |
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL; |
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static IDXGISwapChain* g_pSwapChain = NULL; |
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static ID3D11Buffer* g_pVB = NULL; |
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static ID3D11RenderTargetView* g_mainRenderTargetView; |
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static ID3D10Blob * g_pVertexShaderBlob = NULL; |
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static ID3D11VertexShader* g_pVertexShader = NULL; |
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static ID3D11InputLayout* g_pInputLayout = NULL; |
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL; |
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static ID3D10Blob * g_pPixelShaderBlob = NULL; |
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static ID3D11PixelShader* g_pPixelShader = NULL; |
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL; |
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static ID3D11SamplerState* g_pFontSampler = NULL; |
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static ID3D11BlendState* g_blendState = NULL; |
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struct CUSTOMVERTEX |
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{ |
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float pos[2]; |
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float uv[2]; |
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unsigned int col; |
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}; |
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struct VERTEX_CONSTANT_BUFFER |
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{ |
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float mvp[4][4]; |
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}; |
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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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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) |
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{ |
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size_t total_vtx_count = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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total_vtx_count += cmd_lists[n]->vtx_buffer.size(); |
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if (total_vtx_count == 0) |
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return; |
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; |
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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 ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; |
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) |
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{ |
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vtx_dst->pos[0] = vtx_src->pos.x; |
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vtx_dst->pos[1] = vtx_src->pos.y; |
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vtx_dst->uv[0] = vtx_src->uv.x; |
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vtx_dst->uv[1] = vtx_src->uv.y; |
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vtx_dst->col = vtx_src->col; |
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vtx_dst++; |
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vtx_src++; |
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} |
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} |
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g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0); |
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// Setup orthographic projection matrix into our constant buffer
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData; |
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const float L = 0.0f; |
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const float R = ImGui::GetIO().DisplaySize.x; |
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const float B = ImGui::GetIO().DisplaySize.y; |
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const float T = 0.0f; |
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const float mvp[4][4] =
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{ |
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f}, |
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,}, |
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{ 0.0f, 0.0f, 0.5f, 0.0f }, |
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
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}; |
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); |
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g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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// Setup viewport
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{ |
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D3D11_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D11_VIEWPORT)); |
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vp.Width = ImGui::GetIO().DisplaySize.x; |
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vp.Height = ImGui::GetIO().DisplaySize.y; |
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vp.MinDepth = 0.0f; |
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vp.MaxDepth = 1.0f; |
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vp.TopLeftX = 0; |
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vp.TopLeftY = 0; |
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g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp); |
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} |
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(CUSTOMVERTEX); |
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unsigned int offset = 0; |
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g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout); |
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g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView); |
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g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler); |
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff); |
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// Render command lists
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int vtx_offset = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n]; |
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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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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; |
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset); |
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vtx_offset += pcmd->vtx_count; |
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} |
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} |
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// Restore modified state
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g_pd3dDeviceImmediateContext->IASetInputLayout(NULL); |
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g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0); |
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} |
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HRESULT InitDeviceD3D(HWND hWnd) |
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{ |
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd; |
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{ |
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ZeroMemory(&sd, sizeof(sd)); |
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sd.BufferCount = 2; |
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sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x; |
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sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y; |
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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sd.BufferDesc.RefreshRate.Numerator = 60; |
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sd.BufferDesc.RefreshRate.Denominator = 1; |
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; |
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
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sd.OutputWindow = hWnd; |
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sd.SampleDesc.Count = 1; |
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sd.SampleDesc.Quality = 0; |
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sd.Windowed = TRUE; |
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
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} |
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UINT createDeviceFlags = 0; |
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#ifdef _DEBUG |
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; |
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#endif |
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D3D_FEATURE_LEVEL featureLevel; |
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const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, }; |
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK) |
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return E_FAIL; |
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// Setup rasterizer
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{ |
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D3D11_RASTERIZER_DESC RSDesc; |
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memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC)); |
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RSDesc.FillMode = D3D11_FILL_SOLID; |
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RSDesc.CullMode = D3D11_CULL_NONE; |
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RSDesc.FrontCounterClockwise = FALSE; |
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RSDesc.DepthBias = 0; |
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RSDesc.SlopeScaledDepthBias = 0.0f; |
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RSDesc.DepthBiasClamp = 0; |
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RSDesc.DepthClipEnable = TRUE; |
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RSDesc.ScissorEnable = TRUE; |
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RSDesc.AntialiasedLineEnable = FALSE; |
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RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE; |
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ID3D11RasterizerState* pRState = NULL; |
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState); |
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g_pd3dDeviceImmediateContext->RSSetState(pRState); |
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pRState->Release(); |
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} |
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// Create the render target
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{ |
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ID3D11Texture2D* pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; |
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); |
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render_target_view_desc.Format = sd.BufferDesc.Format; |
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); |
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); |
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g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); |
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pBackBuffer->Release(); |
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} |
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// Create the vertex shader
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{ |
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(c0) \
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{\
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}"; |
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); |
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if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return E_FAIL; |
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) |
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return E_FAIL; |
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// Create the input layout
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D3D11_INPUT_ELEMENT_DESC localLayout[] = { |
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
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return E_FAIL; |
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// Create the constant buffer
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{ |
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D3D11_BUFFER_DESC cbDesc; |
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cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
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cbDesc.Usage = D3D11_USAGE_DYNAMIC; |
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
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cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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cbDesc.MiscFlags = 0; |
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g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); |
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} |
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} |
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// Create the pixel shader
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{ |
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static const char* pixelShader =
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"struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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sampler sampler0;\
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Texture2D texture0;\
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = texture0.Sample(sampler0, input.uv);\
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return input.col * out_col;\
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}"; |
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); |
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if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return E_FAIL; |
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
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return E_FAIL; |
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} |
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// Create the blending setup
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{ |
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D3D11_BLEND_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.AlphaToCoverageEnable = false; |
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desc.RenderTarget[0].BlendEnable = true; |
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desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
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desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
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desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
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desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; |
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
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g_pd3dDevice->CreateBlendState(&desc, &g_blendState); |
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} |
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return S_OK; |
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} |
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void CleanupDevice() |
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{ |
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if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState(); |
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// InitImGui
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if (g_pFontSampler) g_pFontSampler->Release(); |
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if (g_pFontTextureView) g_pFontTextureView->Release(); |
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if (g_pVB) g_pVB->Release(); |
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// InitDeviceD3D
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if (g_blendState) g_blendState->Release();
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if (g_pPixelShader) g_pPixelShader->Release(); |
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if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release(); |
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if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release(); |
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if (g_pInputLayout) g_pInputLayout->Release(); |
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if (g_pVertexShader) g_pVertexShader->Release(); |
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if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release(); |
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if (g_mainRenderTargetView) g_mainRenderTargetView->Release(); |
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if (g_pSwapChain) g_pSwapChain->Release(); |
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if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release(); |
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if (g_pd3dDevice) g_pd3dDevice->Release(); |
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} |
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (msg) |
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{ |
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case WM_LBUTTONDOWN: |
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io.MouseDown[0] = true; |
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return true; |
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case WM_LBUTTONUP: |
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io.MouseDown[0] = false;
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return true; |
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case WM_RBUTTONDOWN: |
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io.MouseDown[1] = true;
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return true; |
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case WM_RBUTTONUP: |
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io.MouseDown[1] = false;
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return true; |
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case WM_MOUSEWHEEL: |
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
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return true; |
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case WM_MOUSEMOVE: |
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// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos.x = (signed short)(lParam); |
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io.MousePos.y = (signed short)(lParam >> 16);
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return true; |
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case WM_CHAR: |
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000) |
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io.AddInputCharacter((unsigned short)wParam); |
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return true; |
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case WM_DESTROY: |
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CleanupDevice(); |
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PostQuitMessage(0); |
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return 0; |
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} |
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return DefWindowProc(hWnd, msg, wParam, lParam); |
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} |
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void InitImGui() |
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{ |
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RECT rect; |
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GetClientRect(hWnd, &rect); |
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int display_w = (int)(rect.right - rect.left); |
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int display_h = (int)(rect.bottom - rect.top); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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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 time step is variable)
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io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
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io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = VK_UP; |
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME; |
||||
io.KeyMap[ImGuiKey_End] = VK_END; |
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
||||
io.KeyMap[ImGuiKey_A] = 'A'; |
||||
io.KeyMap[ImGuiKey_C] = 'C'; |
||||
io.KeyMap[ImGuiKey_V] = 'V'; |
||||
io.KeyMap[ImGuiKey_X] = 'X'; |
||||
io.KeyMap[ImGuiKey_Y] = 'Y'; |
||||
io.KeyMap[ImGuiKey_Z] = 'Z'; |
||||
io.RenderDrawListsFn = ImImpl_RenderDrawLists; |
||||
|
||||
// Create the vertex buffer
|
||||
{ |
||||
D3D11_BUFFER_DESC bufferDesc; |
||||
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); |
||||
bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
||||
bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX); |
||||
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
||||
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
||||
bufferDesc.MiscFlags = 0; |
||||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) |
||||
{ |
||||
IM_ASSERT(0); |
||||
return; |
||||
} |
||||
} |
||||
|
||||
// Load font texture
|
||||
// Default font (embedded in code)
|
||||
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); |
||||
IM_ASSERT(tex_data != NULL); |
||||
|
||||
{ |
||||
D3D11_TEXTURE2D_DESC desc; |
||||
ZeroMemory(&desc, sizeof(desc)); |
||||
desc.Width = tex_x; |
||||
desc.Height = tex_y; |
||||
desc.MipLevels = 1; |
||||
desc.ArraySize = 1; |
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
||||
desc.SampleDesc.Count = 1; |
||||
desc.Usage = D3D11_USAGE_DEFAULT; |
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
||||
desc.CPUAccessFlags = 0; |
||||
|
||||
ID3D11Texture2D *pTexture = NULL; |
||||
D3D11_SUBRESOURCE_DATA subResource; |
||||
subResource.pSysMem = tex_data; |
||||
subResource.SysMemPitch = tex_x * 4; |
||||
subResource.SysMemSlicePitch = 0; |
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); |
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
||||
ZeroMemory(&srvDesc, sizeof(srvDesc)); |
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels; |
||||
srvDesc.Texture2D.MostDetailedMip = 0; |
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); |
||||
pTexture->Release(); |
||||
} |
||||
|
||||
// Create texture sampler
|
||||
{ |
||||
D3D11_SAMPLER_DESC desc; |
||||
ZeroMemory(&desc, sizeof(desc)); |
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; |
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
||||
desc.MipLODBias = 0.f; |
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
||||
desc.MinLOD = 0.f; |
||||
desc.MaxLOD = 0.f; |
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); |
||||
} |
||||
} |
||||
|
||||
INT64 ticks_per_second = 0; |
||||
INT64 last_time = 0; |
||||
|
||||
void UpdateImGui() |
||||
{ |
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
|
||||
// Setup time step
|
||||
INT64 current_time; |
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second; |
||||
last_time = current_time; |
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse position, buttons, wheel from the window message callback)
|
||||
BYTE keystate[256]; |
||||
GetKeyboardState(keystate); |
||||
for (int i = 0; i < 256; i++) |
||||
io.KeysDown[i] = (keystate[i] & 0x80) != 0; |
||||
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0; |
||||
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0; |
||||
// io.MousePos : filled by WM_MOUSEMOVE event
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame(); |
||||
} |
||||
|
||||
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
||||
{ |
||||
// Register the window class
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL }; |
||||
RegisterClassEx(&wc); |
||||
|
||||
// Create the application's window
|
||||
hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) |
||||
return 1; |
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time)) |
||||
return 1; |
||||
|
||||
// Initialize Direct3D
|
||||
if (InitDeviceD3D(hWnd) < 0) |
||||
{ |
||||
CleanupDevice(); |
||||
UnregisterClass("ImGui Example", wc.hInstance); |
||||
return 1; |
||||
} |
||||
|
||||
// Show the window
|
||||
ShowWindow(hWnd, SW_SHOWDEFAULT); |
||||
UpdateWindow(hWnd); |
||||
|
||||
InitImGui(); |
||||
|
||||
// Enter the message loop
|
||||
MSG msg; |
||||
ZeroMemory(&msg, sizeof(msg)); |
||||
while (msg.message != WM_QUIT) |
||||
{ |
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) |
||||
{ |
||||
TranslateMessage(&msg); |
||||
DispatchMessage(&msg); |
||||
continue; |
||||
} |
||||
|
||||
UpdateImGui(); |
||||
|
||||
static bool show_test_window = true; |
||||
static bool show_another_window = false; |
||||
|
||||
// 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); |
||||
show_test_window ^= ImGui::Button("Test Window"); |
||||
show_another_window ^= ImGui::Button("Another Window"); |
||||
|
||||
// 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); // 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); |
||||
} |
||||
|
||||
// Rendering
|
||||
float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f }; |
||||
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor); |
||||
ImGui::Render(); |
||||
g_pSwapChain->Present(0, 0); |
||||
} |
||||
|
||||
ImGui::Shutdown(); |
||||
UnregisterClass("ImGui Example", wc.hInstance); |
||||
|
||||
return 0; |
||||
} |
@ -0,0 +1,52 @@ |
||||
#
|
||||
# Cross Platform Make file
|
||||
#
|
||||
# Compatible with Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
#
|
||||
# if you using Mac OS X:
|
||||
# You should install glew via homebrew
|
||||
# brew install glew
|
||||
# Also you'll need glfw
|
||||
# http://www.glfw.org
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
|
||||
OBJS = main.o
|
||||
OBJS += ../../imgui.o
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall
|
||||
LIBS = `pkg-config --static --libs glfw3` -lGLEW
|
||||
endif |
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
|
||||
LIBS += -lglew -lglfw3
|
||||
|
||||
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
|
||||
CXXFLAGS += -Wall
|
||||
# CXXFLAGS += -D__APPLE__
|
||||
endif |
||||
|
||||
.cpp.o: |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all:imgui_example |
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
imgui_example:$(OBJS) |
||||
$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean: |
||||
rm $(OBJS)
|
||||
|
@ -0,0 +1,388 @@ |
||||
// 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 |
||||
|
||||
#include "../../imgui.h" |
||||
#define STB_IMAGE_IMPLEMENTATION |
||||
#include "../shared/stb_image.h" // stb_image.h for PNG loading |
||||
|
||||
// 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 GLuint fontTex; |
||||
static bool mousePressed[2] = { false, false }; |
||||
|
||||
// Shader variables
|
||||
static int shader_handle, vert_handle, frag_handle; |
||||
static int texture_location, ortho_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); |
||||
|
||||
// Setup texture
|
||||
glActiveTexture(GL_TEXTURE0); |
||||
glBindTexture(GL_TEXTURE_2D, fontTex); |
||||
|
||||
// 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(ortho_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++) |
||||
{ |
||||
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); |
||||
} |
||||
|
||||
// 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, 3); |
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
||||
|
||||
window = glfwCreateWindow(1280, 720, "ImGui OpenGL 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 ortho;\n" |
||||
"in vec2 Position;\n" |
||||
"in vec2 UV;\n" |
||||
"in vec4 Colour;\n" |
||||
"out vec2 Frag_UV;\n" |
||||
"out vec4 Frag_Colour;\n" |
||||
"void main()\n" |
||||
"{\n" |
||||
" Frag_UV = UV;\n" |
||||
" Frag_Colour = Colour;\n" |
||||
" gl_Position = ortho*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_Colour;\n" |
||||
"out vec4 FragColor;\n" |
||||
"void main()\n" |
||||
"{\n" |
||||
" FragColor = Frag_Colour * 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"); |
||||
ortho_location = glGetUniformLocation(shader_handle, "ortho"); |
||||
position_location = glGetAttribLocation(shader_handle, "Position"); |
||||
uv_location = glGetAttribLocation(shader_handle, "UV"); |
||||
colour_location = glGetAttribLocation(shader_handle, "Colour"); |
||||
|
||||
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 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 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 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(); |
||||
|
||||
while (!glfwWindowShouldClose(window)) |
||||
{ |
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
io.MouseWheel = 0; |
||||
mousePressed[0] = mousePressed[1] = false; |
||||
glfwPollEvents(); |
||||
UpdateImGui(); |
||||
|
||||
static bool show_test_window = true; |
||||
static bool show_another_window = false; |
||||
|
||||
// 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); |
||||
show_test_window ^= ImGui::Button("Test Window"); |
||||
show_another_window ^= ImGui::Button("Another Window"); |
||||
|
||||
// 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(0.8f, 0.6f, 0.6f, 1.0f); |
||||
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; |
||||
} |
@ -0,0 +1,3 @@ |
||||
stb_image.h is used to load the PNG texture data by |
||||
opengl_example |
||||
directx11_example |
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.5 KiB |
Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 1.2 KiB |
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Reference in New Issue