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Examples: OpenGL3: cleaned up to match features of OpenGL2 example
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@ -20,14 +20,9 @@ static ImVec2 mousePosScale(1.0f, 1.0f);
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// Shader variables
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// Shader variables
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static int shader_handle, vert_handle, frag_handle;
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static int shader_handle, vert_handle, frag_handle;
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static int texture_location, ortho_location;
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static int texture_location, ortho_location;
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static int position_location, uv_location, colour_location;
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static int position_location, uv_location, colour_location;
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//streaming vbo
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static size_t vbo_max_size = 20000;
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//we are going to use the same vertex buffer for all rendering of imgui
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//so we need to use a large enough buffer as default.
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//the buffer will be resized if needed in the rendering code, but it is not a "free" operation.
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static size_t vbo_max_size = 1000000;
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static unsigned int vbo_handle, vao_handle;
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static unsigned int vbo_handle, vao_handle;
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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 structure)
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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 structure)
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@ -65,19 +60,19 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glUniform1i(texture_location, 0);
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glUniform1i(texture_location, 0);
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glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
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glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
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// we will update the buffer in full, so we need to compute the total size of the buffer.
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// Grow our buffer according to what we need
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size_t total_vtx_count = 0;
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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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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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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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if (neededBufferSize > vbo_max_size)
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if (neededBufferSize > vbo_max_size)
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{
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{
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vbo_max_size = neededBufferSize;
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vbo_max_size = neededBufferSize + 5000; // Grow buffer
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glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, neededBufferSize, NULL, GL_STREAM_DRAW);
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}
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}
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// Copy and convert all vertices into a single contiguous buffer
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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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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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if (!buffer_data)
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return;
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return;
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@ -89,7 +84,6 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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}
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(vao_handle);
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glBindVertexArray(vao_handle);
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int cmd_offset = 0;
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int cmd_offset = 0;
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@ -107,11 +101,11 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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cmd_offset = vtx_offset;
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cmd_offset = vtx_offset;
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}
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}
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// Restore modified state
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glBindVertexArray(0);
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glBindVertexArray(0);
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glUseProgram(0);
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glUseProgram(0);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_SCISSOR_TEST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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static const char* ImImpl_GetClipboardTextFn()
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static const char* ImImpl_GetClipboardTextFn()
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@ -159,7 +153,6 @@ static void glfw_char_callback(GLFWwindow* window, unsigned int c)
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ImGui::GetIO().AddInputCharacter((unsigned short)c);
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ImGui::GetIO().AddInputCharacter((unsigned short)c);
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}
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}
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// OpenGL code based on http://open.gl tutorials
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// OpenGL code based on http://open.gl tutorials
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void InitGL()
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void InitGL()
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{
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{
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@ -183,35 +176,33 @@ void InitGL()
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GLenum err = glewInit();
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GLenum err = glewInit();
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if (GLEW_OK != err)
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if (GLEW_OK != err)
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{
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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}
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const GLchar *vertex_shader = \
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const GLchar *vertex_shader =
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"#version 330\n"
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"#version 330\n"
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"uniform mat4 ortho;\n"
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"uniform mat4 ortho;\n"
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"in vec2 Position;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec2 UV;\n"
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"in vec4 Colour;\n"
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"in vec4 Colour;\n"
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"out vec2 Frag_UV;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Colour;\n"
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"out vec4 Frag_Colour;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_UV = UV;\n"
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" Frag_Colour = Colour;\n"
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" Frag_Colour = Colour;\n"
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" gl_Position = ortho*vec4(Position.xy,0,1);\n"
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" gl_Position = ortho*vec4(Position.xy,0,1);\n"
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"}\n";
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"}\n";
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const GLchar* fragment_shader = \
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const GLchar* fragment_shader =
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"#version 330\n"
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"#version 330\n"
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"uniform sampler2D Texture;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Colour;\n"
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"in vec4 Frag_Colour;\n"
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"out vec4 FragColor;\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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"}\n";
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"}\n";
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shader_handle = glCreateProgram();
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shader_handle = glCreateProgram();
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vert_handle = glCreateShader(GL_VERTEX_SHADER);
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vert_handle = glCreateShader(GL_VERTEX_SHADER);
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@ -246,20 +237,22 @@ void InitGL()
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glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col));
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glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col));
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glBindVertexArray(0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void InitImGui()
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void InitImGui()
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{
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{
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int w, h;
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int w, h;
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glfwGetWindowSize(window, &w, &h);
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int display_w, display_h;
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glfwGetWindowSize(window, &w, &h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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mousePosScale.x = (float)display_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
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mousePosScale.y = (float)display_h / h;
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ImGuiIO& io = ImGui::GetIO();
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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.DisplaySize = ImVec2((float)display_w, (float)display_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.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.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_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_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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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_UpArrow] = GLFW_KEY_UP;
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@ -309,9 +302,9 @@ void UpdateImGui()
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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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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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &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.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.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[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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// Start the frame
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// Start the frame
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ImGui::NewFrame();
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ImGui::NewFrame();
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@ -330,50 +323,54 @@ int main(int argc, char** argv)
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glfwPollEvents();
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glfwPollEvents();
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UpdateImGui();
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UpdateImGui();
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// Create a simple window
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static bool show_test_window = true;
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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_another_window = false;
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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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// 1. Show a simple window
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static float ms_per_frame[120] = { 0 };
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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 int ms_per_frame_idx = 0;
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{
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static float ms_per_frame_accum = 0.0f;
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static float f;
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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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ImGui::Text("Hello, world!");
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ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
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show_test_window ^= ImGui::Button("Test Window");
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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show_another_window ^= ImGui::Button("Another Window");
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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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// Calculate and show frame rate
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// Most of user example code is in ImGui::ShowTestWindow()
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static float ms_per_frame[120] = { 0 };
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if (show_test_window)
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static int ms_per_frame_idx = 0;
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{
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static float ms_per_frame_accum = 0.0f;
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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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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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ImGui::ShowTestWindow(&show_test_window);
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ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
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}
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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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}
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// Show another simple window
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if (show_another_window)
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if (show_another_window)
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{
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{
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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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::Text("Hello");
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ImGui::End();
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ImGui::End();
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}
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}
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// Rendering
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// 3. Show the ImGui test window. Most of the sample 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 this, because positions are saved in .ini file. 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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// Rendering
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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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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glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui::Render();
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ImGui::Render();
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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// Cleanup
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if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
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if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
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if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
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if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
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glDetachShader(shader_handle, vert_handle);
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glDetachShader(shader_handle, vert_handle);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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// Cleanup
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ImGui::Shutdown();
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ImGui::Shutdown();
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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