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							214 lines
						
					
					
						
							10 KiB
						
					
					
				// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline | 
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. | 
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) | 
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 | 
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#include "imgui.h" | 
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#include "imgui_impl_glfw.h" | 
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#include "imgui_impl_opengl3.h" | 
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#include <stdio.h> | 
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 | 
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// About Desktop OpenGL function loaders: | 
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//  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. | 
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//  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). | 
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//  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. | 
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) | 
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#include <GL/gl3w.h>            // Initialize with gl3wInit() | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) | 
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#include <GL/glew.h>            // Initialize with glewInit() | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) | 
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#include <glad/glad.h>          // Initialize with gladLoadGL() | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) | 
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#include <glad/gl.h>            // Initialize with gladLoadGL(...) or gladLoaderLoadGL() | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) | 
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#define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors. | 
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#include <glbinding/Binding.h>  // Initialize with glbinding::Binding::initialize() | 
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#include <glbinding/gl/gl.h> | 
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using namespace gl; | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) | 
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#define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors. | 
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#include <glbinding/glbinding.h>// Initialize with glbinding::initialize() | 
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#include <glbinding/gl/gl.h> | 
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using namespace gl; | 
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#else | 
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM | 
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#endif | 
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 | 
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// Include glfw3.h after our OpenGL definitions | 
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#include <GLFW/glfw3.h> | 
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 | 
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. | 
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. | 
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. | 
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) | 
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#pragma comment(lib, "legacy_stdio_definitions") | 
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#endif | 
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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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    fprintf(stderr, "Glfw Error %d: %s\n", error, description); | 
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} | 
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 | 
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int main(int, char**) | 
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{ | 
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    // Setup window | 
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    glfwSetErrorCallback(glfw_error_callback); | 
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    if (!glfwInit()) | 
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        return 1; | 
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 | 
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    // Decide GL+GLSL versions | 
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#if __APPLE__ | 
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    // GL 3.2 + GLSL 150 | 
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    const char* glsl_version = "#version 150"; | 
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    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | 
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    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); | 
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    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only | 
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    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac | 
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#else | 
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    // GL 3.0 + GLSL 130 | 
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    const char* glsl_version = "#version 130"; | 
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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);  // 3.2+ only | 
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    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // 3.0+ only | 
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#endif | 
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 | 
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    // Create window with graphics context | 
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    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL); | 
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    if (window == NULL) | 
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        return 1; | 
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    glfwMakeContextCurrent(window); | 
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    glfwSwapInterval(1); // Enable vsync | 
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 | 
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    // Initialize OpenGL loader | 
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) | 
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    bool err = gl3wInit() != 0; | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) | 
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    bool err = glewInit() != GLEW_OK; | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) | 
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    bool err = gladLoadGL() == 0; | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) | 
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    bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one. | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) | 
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    bool err = false; | 
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    glbinding::Binding::initialize(); | 
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) | 
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    bool err = false; | 
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    glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); }); | 
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#else | 
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    bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization. | 
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#endif | 
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    if (err) | 
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    { | 
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        fprintf(stderr, "Failed to initialize OpenGL loader!\n"); | 
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        return 1; | 
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    } | 
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 | 
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    // Setup Dear ImGui context | 
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    IMGUI_CHECKVERSION(); | 
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    ImGui::CreateContext(); | 
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    ImGuiIO& io = ImGui::GetIO(); (void)io; | 
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls | 
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls | 
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 | 
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    // Setup Dear ImGui style | 
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    ImGui::StyleColorsDark(); | 
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    //ImGui::StyleColorsClassic(); | 
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 | 
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    // Setup Platform/Renderer bindings | 
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    ImGui_ImplGlfw_InitForOpenGL(window, true); | 
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    ImGui_ImplOpenGL3_Init(glsl_version); | 
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 | 
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    // Load Fonts | 
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    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. | 
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    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | 
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    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). | 
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    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. | 
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    // - Read 'docs/FONTS.md' for more instructions and details. | 
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    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | 
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    //io.Fonts->AddFontDefault(); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | 
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | 
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    //IM_ASSERT(font != NULL); | 
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 | 
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    // Our state | 
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    bool show_demo_window = true; | 
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    bool show_another_window = false; | 
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | 
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 | 
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    // Main loop | 
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    while (!glfwWindowShouldClose(window)) | 
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    { | 
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        // Poll and handle events (inputs, window resize, etc.) | 
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        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | 
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        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | 
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        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | 
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        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | 
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        glfwPollEvents(); | 
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 | 
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        // Start the Dear ImGui frame | 
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        ImGui_ImplOpenGL3_NewFrame(); | 
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        ImGui_ImplGlfw_NewFrame(); | 
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        ImGui::NewFrame(); | 
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 | 
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        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). | 
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        if (show_demo_window) | 
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            ImGui::ShowDemoWindow(&show_demo_window); | 
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 | 
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        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | 
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        { | 
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            static float f = 0.0f; | 
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            static int counter = 0; | 
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 | 
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            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. | 
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 | 
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            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) | 
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            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state | 
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            ImGui::Checkbox("Another Window", &show_another_window); | 
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 | 
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | 
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            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | 
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 | 
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            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) | 
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                counter++; | 
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            ImGui::SameLine(); | 
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            ImGui::Text("counter = %d", counter); | 
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 | 
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
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            ImGui::End(); | 
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        } | 
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 | 
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        // 3. 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);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) | 
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            ImGui::Text("Hello from another window!"); | 
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            if (ImGui::Button("Close Me")) | 
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                show_another_window = false; | 
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            ImGui::End(); | 
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        } | 
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 | 
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        // Rendering | 
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        ImGui::Render(); | 
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        int display_w, display_h; | 
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        glfwGetFramebufferSize(window, &display_w, &display_h); | 
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        glViewport(0, 0, display_w, display_h); | 
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        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); | 
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        glClear(GL_COLOR_BUFFER_BIT); | 
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        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); | 
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 | 
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        glfwSwapBuffers(window); | 
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    } | 
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 | 
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    // Cleanup | 
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    ImGui_ImplOpenGL3_Shutdown(); | 
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    ImGui_ImplGlfw_Shutdown(); | 
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    ImGui::DestroyContext(); | 
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 | 
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    glfwDestroyWindow(window); | 
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    glfwTerminate(); | 
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 | 
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    return 0; | 
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}
 | 
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 |