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402 lines
13 KiB
402 lines
13 KiB
#define GLEW_STATIC |
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#include <GL/glew.h> |
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#include <GLFW/glfw3.h> |
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#define STB_IMAGE_IMPLEMENTATION |
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#include "stb_image.h" // for .png loading |
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#include "../../imgui.h" |
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#ifdef _MSC_VER |
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen |
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#endif |
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static GLFWwindow* window; |
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static GLuint vbo; |
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static GLuint vao; |
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static GLuint vertexShader; |
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static GLuint fragmentShader; |
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static GLuint shaderProgram; |
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static GLuint fontTex; |
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static GLint uniMVP; |
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static GLint uniClipRect; |
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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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int read_pos_clip_rect_buf = 0; // offset in 'clip_rect_buffer'. each PushClipRect command consume 1 of those. |
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ImVector<ImVec4> clip_rect_stack; |
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999)); |
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// Setup orthographic projection |
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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, -1.0f, 0.0f }, |
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{ -(R+L)/(R-L), -(T+B)/(T-B), 0.0f, 1.0f }, |
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}; |
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glBindBuffer(GL_ARRAY_BUFFER, vbo); |
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glBindVertexArray(vao); |
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glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW); |
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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); |
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if (!buffer_data) |
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return; |
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int vtx_consumed = 0; |
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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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if (!cmd_list->vtx_buffer.empty()) |
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{ |
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memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); |
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buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert); |
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vtx_consumed += cmd_list->vtx_buffer.size(); |
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} |
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} |
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glUnmapBuffer(GL_ARRAY_BUFFER); |
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glUseProgram(shaderProgram); |
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glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]); |
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// Setup render state: alpha-blending enabled, no face culling, no depth testing |
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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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glBindTexture(GL_TEXTURE_2D, fontTex); |
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vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those |
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bool clip_rect_dirty = true; |
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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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if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty()) |
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continue; |
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const ImDrawCmd* pcmd = &cmd_list->commands.front(); |
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const ImDrawCmd* pcmd_end = &cmd_list->commands.back(); |
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int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those. |
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while (pcmd <= pcmd_end) |
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{ |
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const ImDrawCmd& cmd = *pcmd++; |
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switch (cmd.cmd_type) |
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{ |
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case ImDrawCmdType_DrawTriangleList: |
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if (clip_rect_dirty) |
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{ |
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glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back()); |
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clip_rect_dirty = false; |
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} |
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glDrawArrays(GL_TRIANGLES, vtx_consumed, cmd.vtx_count); |
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vtx_consumed += cmd.vtx_count; |
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break; |
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case ImDrawCmdType_PushClipRect: |
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]); |
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clip_rect_dirty = true; |
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break; |
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case ImDrawCmdType_PopClipRect: |
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clip_rect_stack.pop_back(); |
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clip_rect_dirty = true; |
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break; |
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} |
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} |
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} |
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} |
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static const char* ImImpl_GetClipboardTextFn() |
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{ |
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return glfwGetClipboardString(window); |
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} |
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static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end) |
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{ |
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if (!text_end) |
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text_end = text + strlen(text); |
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char* buf = (char*)malloc(text_end - text + 1); |
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memcpy(buf, text, text_end-text); |
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buf[text_end-text] = '\0'; |
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glfwSetClipboardString(window, buf); |
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free(buf); |
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} |
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// Shader sources |
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// FIXME-OPT: clip at vertex level |
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const GLchar* vertexSource = |
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"#version 150 core\n" |
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"uniform mat4 MVP;" |
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"in vec2 i_pos;" |
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"in vec2 i_uv;" |
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"in vec4 i_col;" |
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"out vec4 col;" |
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"out vec2 pixel_pos;" |
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"out vec2 uv;" |
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"void main() {" |
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" col = i_col;" |
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" pixel_pos = i_pos;" |
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" uv = i_uv;" |
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" gl_Position = MVP * vec4(i_pos.x, i_pos.y, 0.0f, 1.0f);" |
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"}"; |
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const GLchar* fragmentSource = |
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"#version 150 core\n" |
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"uniform sampler2D Tex;" |
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"uniform vec4 ClipRect;" |
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"in vec4 col;" |
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"in vec2 pixel_pos;" |
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"in vec2 uv;" |
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"out vec4 o_col;" |
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"void main() {" |
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" o_col = texture(Tex, uv) * col;" |
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//" if (pixel_pos.x < ClipRect.x || pixel_pos.y < ClipRect.y || pixel_pos.x > ClipRect.z || pixel_pos.y > ClipRect.w) discard;" // Clipping: using discard |
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//" if (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w) < 1.0f) discard;" // Clipping: using discard and step |
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" o_col.w *= (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w));" // Clipping: branch-less, set alpha 0.0f |
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"}"; |
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static void glfw_error_callback(int error, const char* description) |
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{ |
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fputs(description, stderr); |
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} |
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static float mouse_wheel = 0.0f; |
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static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) |
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{ |
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mouse_wheel = (float)yoffset; |
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} |
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static void glfw_key_callback(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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static void glfw_char_callback(GLFWwindow* window, unsigned int c) |
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{ |
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if (c > 0 && c <= 255) |
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ImGui::GetIO().AddInputCharacter((char)c); |
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} |
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// OpenGL code based on http://open.gl tutorials |
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void InitGL() |
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{ |
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glfwSetErrorCallback(glfw_error_callback); |
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if (!glfwInit()) |
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exit(1); |
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//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); |
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//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); |
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//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); |
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glfwWindowHint(GLFW_REFRESH_RATE, 60); |
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); |
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window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", nullptr, nullptr); |
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glfwMakeContextCurrent(window); |
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glfwSetKeyCallback(window, glfw_key_callback); |
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glfwSetScrollCallback(window, glfw_scroll_callback); |
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glfwSetCharCallback(window, glfw_char_callback); |
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glewExperimental = GL_TRUE; |
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glewInit(); |
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GLenum err = GL_NO_ERROR; |
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GLint status = GL_TRUE; |
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR); |
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// Create and compile the vertex shader |
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vertexShader = glCreateShader(GL_VERTEX_SHADER); |
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glShaderSource(vertexShader, 1, &vertexSource, NULL); |
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glCompileShader(vertexShader); |
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); |
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if (status != GL_TRUE) |
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{ |
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char buffer[512]; |
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glGetShaderInfoLog(vertexShader, 1024, NULL, buffer); |
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printf("%s", buffer); |
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IM_ASSERT(status == GL_TRUE); |
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} |
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// Create and compile the fragment shader |
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); |
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glShaderSource(fragmentShader, 1, &fragmentSource, NULL); |
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glCompileShader(fragmentShader); |
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); |
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IM_ASSERT(status == GL_TRUE); |
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// Link the vertex and fragment shader into a shader program |
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shaderProgram = glCreateProgram(); |
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glAttachShader(shaderProgram, vertexShader); |
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glAttachShader(shaderProgram, fragmentShader); |
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glBindFragDataLocation(shaderProgram, 0, "o_col"); |
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glLinkProgram(shaderProgram); |
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status); |
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IM_ASSERT(status == GL_TRUE); |
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uniMVP = glGetUniformLocation(shaderProgram, "MVP"); |
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uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect"); |
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// Create Vertex Buffer Objects & Vertex Array Objects |
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glGenBuffers(1, &vbo); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo); |
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glGenVertexArrays(1, &vao); |
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glBindVertexArray(vao); |
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GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos"); |
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0); |
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glEnableVertexAttribArray(posAttrib); |
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GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv"); |
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glEnableVertexAttribArray(uvAttrib); |
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glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float))); |
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GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col"); |
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glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float))); |
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glEnableVertexAttribArray(colAttrib); |
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR); |
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} |
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void InitImGui() |
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{ |
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int w, h; |
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glfwGetWindowSize(window, &w, &h); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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io.DeltaTime = 1.0f/60.0f; |
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; |
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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 = ImImpl_RenderDrawLists; |
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; |
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; |
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// Load font texture |
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glGenTextures(1, &fontTex); |
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glBindTexture(GL_TEXTURE_2D, fontTex); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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const void* png_data; |
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unsigned int png_size; |
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); |
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int tex_x, tex_y, tex_comp; |
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void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data); |
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stbi_image_free(tex_data); |
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} |
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void Shutdown() |
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{ |
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ImGui::Shutdown(); |
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glDeleteProgram(shaderProgram); |
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glDeleteShader(fragmentShader); |
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glDeleteShader(vertexShader); |
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glDeleteBuffers(1, &vbo); |
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glDeleteVertexArrays(1, &vao); |
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glfwTerminate(); |
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} |
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int main(int argc, char** argv) |
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{ |
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InitGL(); |
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InitImGui(); |
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double time = glfwGetTime(); |
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while (!glfwWindowShouldClose(window)) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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glfwPollEvents(); |
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// 1) ImGui start frame, setup time delta & inputs |
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const double current_time = glfwGetTime(); |
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io.DeltaTime = (float)(current_time - time); |
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time = current_time; |
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double mouse_x, mouse_y; |
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glfwGetCursorPos(window, &mouse_x, &mouse_y); |
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); |
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io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; |
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io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0; |
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io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; |
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mouse_wheel = 0.0f; |
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ImGui::NewFrame(); |
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// 2) ImGui usage |
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static bool show_test_window = true; |
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static bool show_another_window = false; |
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static float f; |
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ImGui::Text("Hello, world!"); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
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show_test_window ^= ImGui::Button("Test Window"); |
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show_another_window ^= ImGui::Button("Another Window"); |
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// Calculate and show framerate |
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static float ms_per_frame[120] = { 0 }; |
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static int ms_per_frame_idx = 0; |
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static float ms_per_frame_accum = 0.0f; |
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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; |
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ms_per_frame[ms_per_frame_idx] = io.DeltaTime * 1000.0f; |
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ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; |
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; |
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const float ms_per_frame_avg = ms_per_frame_accum / 120; |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); |
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if (show_test_window) |
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{ |
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// More example code in ShowTestWindow() |
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ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // 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! |
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ImGui::ShowTestWindow(&show_test_window); |
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} |
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if (show_another_window) |
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{ |
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); |
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ImGui::Text("Hello"); |
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ImGui::End(); |
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} |
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// 3) Render |
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glClearColor(0.8f, 0.6f, 0.6f, 1.0f); |
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glClear(GL_COLOR_BUFFER_BIT); |
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ImGui::Render(); |
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glfwSwapBuffers(window); |
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} |
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Shutdown(); |
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return 0; |
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}
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