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271 lines
10 KiB
271 lines
10 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 fontTex; |
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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 structuer) |
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// We are using the fixed pipeline. |
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// A faster way would be to collate all vertices from all cmd_lists into a single vertex buffer |
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static void ImImpl_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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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. |
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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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// Setup texture |
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glBindTexture(GL_TEXTURE_2D, fontTex); |
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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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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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glLoadIdentity(); |
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// Render command lists |
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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.begin(); |
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer)); |
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8)); |
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16)); |
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int vtx_offset = 0; |
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const ImDrawCmd* pcmd_end = cmd_list->commands.end(); |
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) |
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{ |
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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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glDisable(GL_SCISSOR_TEST); |
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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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} |
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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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if (*text_end == 0) |
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{ |
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// Already got a zero-terminator at 'text_end', we don't need to add one |
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glfwSetClipboardString(window, text); |
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} |
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else |
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{ |
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// Add a zero-terminator because glfw function doesn't take a size |
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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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} |
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// GLFW callbacks to get events |
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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 void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1 |
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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_RESIZABLE, GL_FALSE); |
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window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL); |
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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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glewInit(); |
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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); // 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 timestep is variable) |
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io.PixelCenterOffset = 0.5f; // Align OpenGL texels |
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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 = 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 UpdateImGui() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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// Setup timestep |
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static double time = 0.0f; |
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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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// 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(window, &mouse_x, &mouse_y); |
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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] = 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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// Start the frame |
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ImGui::NewFrame(); |
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} |
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// Application code |
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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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while (!glfwWindowShouldClose(window)) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MouseWheel = 0; |
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glfwPollEvents(); |
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UpdateImGui(); |
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// Create a simple window |
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" |
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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] = ImGui::GetIO().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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// Show the ImGui test window |
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// Most of user example code is in ImGui::ShowTestWindow() |
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if (show_test_window) |
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{ |
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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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// Show another simple window |
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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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// Rendering |
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
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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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ImGui::Shutdown(); |
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glfwTerminate(); |
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return 0; |
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}
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