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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)
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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
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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 ) ;
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}
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
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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 ;
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const float mvp [ 4 ] [ 4 ] =
{
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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 ;
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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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{
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switch ( pcmd - > cmd_type )
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{
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 ;
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break ;
case ImDrawCmdType_PushClipRect :
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clip_rect_stack . push_back ( cmd_list - > clip_rect_buffer [ clip_rect_buf_offset + + ] ) ;
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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 ) ;
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}
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
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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
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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, 0);
//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 " , nullptr , nullptr ) ;
glfwMakeContextCurrent ( window ) ;
glfwSetKeyCallback ( window , glfw_key_callback ) ;
glfwSetScrollCallback ( window , glfw_scroll_callback ) ;
glfwSetCharCallback ( window , glfw_char_callback ) ;
glewExperimental = GL_TRUE ;
glewInit ( ) ;
GLenum err = GL_NO_ERROR ;
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err = glGetError ( ) ; IM_ASSERT ( err = = GL_NO_ERROR ) ;
}
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
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GLint status = GL_TRUE ;
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GLenum err = GL_NO_ERROR ;
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err = glGetError ( ) ; IM_ASSERT ( err = = GL_NO_ERROR ) ;
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// Create and compile the vertex shader
vertexShader = glCreateShader ( GL_VERTEX_SHADER ) ;
glShaderSource ( vertexShader , 1 , & vertexSource , NULL ) ;
glCompileShader ( vertexShader ) ;
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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 ) ;
}
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// Create and compile the fragment shader
fragmentShader = glCreateShader ( GL_FRAGMENT_SHADER ) ;
glShaderSource ( fragmentShader , 1 , & fragmentSource , NULL ) ;
glCompileShader ( fragmentShader ) ;
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glGetShaderiv ( vertexShader , GL_COMPILE_STATUS , & status ) ;
IM_ASSERT ( status = = GL_TRUE ) ;
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// 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 ) ;
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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 ) ;
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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 ) ;
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// 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 ) ;
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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 ;
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 ; // Mouse wheel: -1,0,+1
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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
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glClearColor ( 0.8f , 0.6f , 0.6f , 1.0f ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui : : Render ( ) ;
glfwSwapBuffers ( window ) ;
}
Shutdown ( ) ;
return 0 ;
}