imgui/examples/opengl_example/main.cpp

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#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" // for .png loading
#include "../../imgui.h"
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
static GLFWwindow* window;
static GLuint vbo;
static GLuint vao;
static GLuint vertexShader;
static GLuint fragmentShader;
static GLuint shaderProgram;
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)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
if (total_vtx_count == 0)
return;
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// Copy all vertices into a single contiguous GL buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindVertexArray(vao);
glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
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];
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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);
// Setup render state: alpha-blending enabled, no face culling, no depth testing
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
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// Bind texture and enable our shader
glBindTexture(GL_TEXTURE_2D, fontTex);
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glUseProgram(shaderProgram);
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const GLint uniMVP = glGetUniformLocation(shaderProgram, "MVP");
const GLint uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
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// Setup orthographic projection matrix
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const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float mvp[4][4] =
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{
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{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ -1.0f, 1.0f, 0.0f, 1.0f },
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};
glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
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// Render command lists
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int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
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// Setup stack of clipping rectangles
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int clip_rect_buf_offset = 0;
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ImVector<ImVec4> clip_rect_stack;
clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
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switch (pcmd->cmd_type)
{
case ImDrawCmdType_DrawTriangleList:
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glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
break;
case ImDrawCmdType_PushClipRect:
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
break;
case ImDrawCmdType_PopClipRect:
clip_rect_stack.pop_back();
break;
}
}
}
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// Cleanup GL state
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
static const char* ImImpl_GetClipboardTextFn()
{
return glfwGetClipboardString(window);
}
static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
{
if (!text_end)
text_end = text + strlen(text);
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// Add a zero-terminator because glfw function doesn't take a size
char* buf = (char*)malloc(text_end - text + 1);
memcpy(buf, text, text_end-text);
buf[text_end-text] = '\0';
glfwSetClipboardString(window, buf);
free(buf);
}
// Shader sources
const GLchar* vertexSource =
"#version 150 core\n"
"uniform mat4 MVP;"
"in vec2 i_pos;"
"in vec2 i_uv;"
"in vec4 i_col;"
"out vec4 col;"
"out vec2 pixel_pos;"
"out vec2 uv;"
"void main() {"
" col = i_col;"
" pixel_pos = i_pos;"
" uv = i_uv;"
" gl_Position = MVP * vec4(i_pos.x, i_pos.y, 0.0f, 1.0f);"
"}";
const GLchar* fragmentSource =
"#version 150 core\n"
"uniform sampler2D Tex;"
"uniform vec4 ClipRect;"
"in vec4 col;"
"in vec2 pixel_pos;"
"in vec2 uv;"
"out vec4 o_col;"
"void main() {"
" o_col = texture(Tex, uv) * col;"
//" 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
//" 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
" 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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// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
fputs(description, stderr);
}
static float mouse_wheel = 0.0f;
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
mouse_wheel = (float)yoffset;
}
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 <= 255)
ImGui::GetIO().AddInputCharacter((char)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, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_REFRESH_RATE, 60);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
glewExperimental = GL_TRUE;
glewInit();
// After calling glewInit() our GL error state may be GL_INVALID_ENUM
const GLenum err = glGetError();
(void)err;
IM_ASSERT(err == GL_NO_ERROR || err == GL_INVALID_ENUM);
}
void InitImGui()
{
int w, h;
glfwGetWindowSize(window, &w, &h);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
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 that we will update during the application lifetime.
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;
// Setup graphics backend
GLint status = GL_TRUE;
GLenum err = GL_NO_ERROR;
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
// Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
char buffer[512];
glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
printf("%s", buffer);
IM_ASSERT(status == GL_TRUE);
}
// Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
IM_ASSERT(status == GL_TRUE);
// Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "o_col");
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
IM_ASSERT(status == GL_TRUE);
// Create Vertex Buffer Objects & Vertex Array Objects
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
glEnableVertexAttribArray(posAttrib);
GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
glEnableVertexAttribArray(uvAttrib);
glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
glEnableVertexAttribArray(colAttrib);
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// 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 Shutdown()
{
ImGui::Shutdown();
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glfwTerminate();
}
int main(int argc, char** argv)
{
InitGL();
InitImGui();
double time = glfwGetTime();
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
glfwPollEvents();
// 1) ImGui start frame, setup time delta & inputs
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
time = current_time;
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
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] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
mouse_wheel = 0.0f;
ImGui::NewFrame();
// 2) ImGui usage
static bool show_test_window = true;
static bool show_another_window = false;
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 framerate
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] = io.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);
if (show_test_window)
{
// More example code in ShowTestWindow()
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!
ImGui::ShowTestWindow(&show_test_window);
}
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::Text("Hello");
ImGui::End();
}
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// 3) Rendering
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
Shutdown();
return 0;
}