mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
added opengl3 sample, mix from @ocornut and @thelinked
This commit is contained in:
parent
63ff0ad0ff
commit
a8d2bc69ed
@ -7,6 +7,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|Win32 = Debug|Win32
|
Debug|Win32 = Debug|Win32
|
||||||
@ -25,6 +27,10 @@ Global
|
|||||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
|
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
|
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
|
||||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
|
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
|
||||||
|
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
|
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
|
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
|
||||||
|
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
53
examples/opengl3_example/Makefile
Normal file
53
examples/opengl3_example/Makefile
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
#
|
||||||
|
# Cross Platform Make file
|
||||||
|
#
|
||||||
|
# Compatible with Ubuntu 14.04.1 and Mac OS X
|
||||||
|
#
|
||||||
|
#
|
||||||
|
# if you using Mac OS X:
|
||||||
|
# You should install glew via homebrew
|
||||||
|
# brew install glew
|
||||||
|
# Also you'll need glfw
|
||||||
|
# http://www.glfw.org
|
||||||
|
#
|
||||||
|
|
||||||
|
CXX = g++
|
||||||
|
|
||||||
|
OBJS = main.o
|
||||||
|
OBJS += ../../imgui.o
|
||||||
|
|
||||||
|
UNAME_S := $(shell uname -s)
|
||||||
|
|
||||||
|
|
||||||
|
ifeq ($(UNAME_S), Linux) #LINUX
|
||||||
|
ECHO_MESSAGE = "Linux"
|
||||||
|
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
|
||||||
|
LIBS = `pkg-config --static --libs glfw3` -lGLEW
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||||
|
ECHO_MESSAGE = "Mac OS X"
|
||||||
|
|
||||||
|
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||||
|
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
|
||||||
|
LIBS += -lglew -lglfw3
|
||||||
|
|
||||||
|
CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
|
||||||
|
CXXFLAGS += -I../../
|
||||||
|
|
||||||
|
# CXXFLAGS += -D__APPLE__
|
||||||
|
|
||||||
|
endif
|
||||||
|
|
||||||
|
.cpp.o:
|
||||||
|
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
|
all:imgui_example
|
||||||
|
@echo Build complete for $(ECHO_MESSAGE)
|
||||||
|
|
||||||
|
imgui_example:$(OBJS)
|
||||||
|
$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
|
||||||
|
|
||||||
|
clean:
|
||||||
|
rm $(OBJS)
|
||||||
|
|
407
examples/opengl3_example/main.cpp
Normal file
407
examples/opengl3_example/main.cpp
Normal file
@ -0,0 +1,407 @@
|
|||||||
|
#define GLEW_STATIC
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include "../shared/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 fontTex;
|
||||||
|
//Shader variables
|
||||||
|
static int shader_handle, vert_handle, frag_handle;
|
||||||
|
|
||||||
|
static int texture_location, ortho_location;
|
||||||
|
static int position_location, uv_location, colour_location;
|
||||||
|
//streaming vbo
|
||||||
|
//we are going to use the same vertex buffer for all rendering of imgui
|
||||||
|
//so we need to use a large enough buffer as default.
|
||||||
|
//the buffer will be resized if needed in the rendering code, but it is not a "free" operation.
|
||||||
|
static size_t vbo_max_size = 1000000;
|
||||||
|
static unsigned int vbo_handle, vao_handle;
|
||||||
|
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
unsigned int stream(GLenum target, unsigned int vbo, unsigned int *vbo_cursor, unsigned int *vbo_size, T *start, int elementCount)
|
||||||
|
{
|
||||||
|
unsigned int bytes = sizeof(T) *elementCount;
|
||||||
|
unsigned int aligned = bytes + bytes % 64; //align memory
|
||||||
|
|
||||||
|
glBindBuffer(target, vbo);
|
||||||
|
//If there's not enough space left, orphan the buffer object, create a new one and start writing
|
||||||
|
if (vbo_cursor[0] + aligned > vbo_size[0])
|
||||||
|
{
|
||||||
|
assert(aligned < vbo_size[0]);
|
||||||
|
glBufferData(target, vbo_size[0], NULL, GL_DYNAMIC_DRAW);
|
||||||
|
vbo_cursor[0] = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void* mapped = glMapBufferRange(target, vbo_cursor[0], aligned, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
||||||
|
|
||||||
|
memcpy(mapped, start, bytes);
|
||||||
|
vbo_cursor[0] += aligned;
|
||||||
|
|
||||||
|
glUnmapBuffer(target);
|
||||||
|
return vbo_cursor[0] - aligned; //return the offset we use for glVertexAttribPointer call
|
||||||
|
}
|
||||||
|
|
||||||
|
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||||
|
// If text or lines are blurry when integrating ImGui in your engine:
|
||||||
|
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
|
||||||
|
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||||
|
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||||
|
{
|
||||||
|
if (cmd_lists_count == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
glDisable(GL_CULL_FACE);
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
glEnable(GL_SCISSOR_TEST);
|
||||||
|
|
||||||
|
// Setup texture
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, fontTex);
|
||||||
|
|
||||||
|
// Setup orthographic projection matrix
|
||||||
|
const float width = ImGui::GetIO().DisplaySize.x;
|
||||||
|
const float height = ImGui::GetIO().DisplaySize.y;
|
||||||
|
const float ortho_projection[4][4] =
|
||||||
|
{
|
||||||
|
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
|
||||||
|
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
|
||||||
|
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||||
|
{ -1.0f, 1.0f, 0.0f, 1.0f },
|
||||||
|
};
|
||||||
|
glUseProgram(shader_handle);
|
||||||
|
glUniform1i(texture_location, 0);
|
||||||
|
glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||||
|
|
||||||
|
// we will update the buffer in full, so we need to compute the total size of the buffer.
|
||||||
|
size_t total_vtx_count = 0;
|
||||||
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
|
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
|
||||||
|
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
|
||||||
|
if (neededBufferSize > vbo_max_size)
|
||||||
|
{
|
||||||
|
vbo_max_size = neededBufferSize;
|
||||||
|
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];
|
||||||
|
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);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
glBindVertexArray(vao_handle);
|
||||||
|
|
||||||
|
int cmd_offset = 0;
|
||||||
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
|
{
|
||||||
|
const ImDrawList* cmd_list = cmd_lists[n];
|
||||||
|
int vtx_offset = cmd_offset;
|
||||||
|
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
|
||||||
|
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
|
||||||
|
{
|
||||||
|
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));
|
||||||
|
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
|
||||||
|
vtx_offset += pcmd->vtx_count;
|
||||||
|
}
|
||||||
|
cmd_offset = vtx_offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindVertexArray(0);
|
||||||
|
glUseProgram(0);
|
||||||
|
glDisable(GL_SCISSOR_TEST);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
static const char* ImImpl_GetClipboardTextFn()
|
||||||
|
{
|
||||||
|
return glfwGetClipboardString(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImImpl_SetClipboardTextFn(const char* text)
|
||||||
|
{
|
||||||
|
glfwSetClipboardString(window, text);
|
||||||
|
}
|
||||||
|
|
||||||
|
// GLFW callbacks to get events
|
||||||
|
static void glfw_error_callback(int error, const char* description)
|
||||||
|
{
|
||||||
|
fputs(description, stderr);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1.0f : -1.0f : 0.0f; // Mouse wheel: -1,0,+1
|
||||||
|
}
|
||||||
|
|
||||||
|
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_RESIZABLE, GL_FALSE);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
GLenum err = glewInit();
|
||||||
|
if (GLEW_OK != err)
|
||||||
|
{
|
||||||
|
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
|
||||||
|
}
|
||||||
|
|
||||||
|
const GLchar *vertex_shader = \
|
||||||
|
"#version 330\n"
|
||||||
|
"uniform mat4 ortho;\n"
|
||||||
|
|
||||||
|
"in vec2 Position;\n"
|
||||||
|
"in vec2 UV;\n"
|
||||||
|
"in vec4 Colour;\n"
|
||||||
|
|
||||||
|
"out vec2 Frag_UV;\n"
|
||||||
|
"out vec4 Frag_Colour;\n"
|
||||||
|
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" Frag_UV = UV;\n"
|
||||||
|
" Frag_Colour = Colour;\n"
|
||||||
|
"\n"
|
||||||
|
" gl_Position = ortho*vec4(Position.xy,0,1);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
const GLchar* fragment_shader = \
|
||||||
|
"#version 330\n"
|
||||||
|
"uniform sampler2D Texture;\n"
|
||||||
|
|
||||||
|
"in vec2 Frag_UV;\n"
|
||||||
|
"in vec4 Frag_Colour;\n"
|
||||||
|
|
||||||
|
"out vec4 FragColor;\n"
|
||||||
|
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
shader_handle = glCreateProgram();
|
||||||
|
vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(vert_handle, 1, &vertex_shader, 0);
|
||||||
|
glShaderSource(frag_handle, 1, &fragment_shader, 0);
|
||||||
|
glCompileShader(vert_handle);
|
||||||
|
glCompileShader(frag_handle);
|
||||||
|
glAttachShader(shader_handle, vert_handle);
|
||||||
|
glAttachShader(shader_handle, frag_handle);
|
||||||
|
glLinkProgram(shader_handle);
|
||||||
|
|
||||||
|
texture_location = glGetUniformLocation(shader_handle, "Texture");
|
||||||
|
ortho_location = glGetUniformLocation(shader_handle, "ortho");
|
||||||
|
position_location = glGetAttribLocation(shader_handle, "Position");
|
||||||
|
uv_location = glGetAttribLocation(shader_handle, "UV");
|
||||||
|
colour_location = glGetAttribLocation(shader_handle, "Colour");
|
||||||
|
|
||||||
|
glGenBuffers(1, &vbo_handle);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
|
glGenVertexArrays(1, &vao_handle);
|
||||||
|
glBindVertexArray(vao_handle);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
|
||||||
|
glEnableVertexAttribArray(position_location);
|
||||||
|
glEnableVertexAttribArray(uv_location);
|
||||||
|
glEnableVertexAttribArray(colour_location);
|
||||||
|
|
||||||
|
glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, pos));
|
||||||
|
glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, uv));
|
||||||
|
glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
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.
|
||||||
|
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;
|
||||||
|
|
||||||
|
// 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 UpdateImGui()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Setup timestep
|
||||||
|
static double time = 0.0f;
|
||||||
|
const double current_time = glfwGetTime();
|
||||||
|
io.DeltaTime = (float)(current_time - time);
|
||||||
|
time = current_time;
|
||||||
|
|
||||||
|
// Setup inputs
|
||||||
|
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||||
|
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;
|
||||||
|
|
||||||
|
// Start the frame
|
||||||
|
ImGui::NewFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Application code
|
||||||
|
int main(int argc, char** argv)
|
||||||
|
{
|
||||||
|
InitGL();
|
||||||
|
InitImGui();
|
||||||
|
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.MouseWheel = 0;
|
||||||
|
glfwPollEvents();
|
||||||
|
UpdateImGui();
|
||||||
|
|
||||||
|
// Create a simple window
|
||||||
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
|
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] = ImGui::GetIO().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);
|
||||||
|
|
||||||
|
// Show the ImGui test window
|
||||||
|
// Most of user example code is in ImGui::ShowTestWindow()
|
||||||
|
if (show_test_window)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Show another simple window
|
||||||
|
if (show_another_window)
|
||||||
|
{
|
||||||
|
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||||
|
ImGui::Text("Hello");
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rendering
|
||||||
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||||
|
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
ImGui::Render();
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
}
|
||||||
|
if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
|
||||||
|
if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
|
||||||
|
glDetachShader(shader_handle, vert_handle);
|
||||||
|
glDetachShader(shader_handle, frag_handle);
|
||||||
|
glDeleteShader(vert_handle);
|
||||||
|
glDeleteShader(frag_handle);
|
||||||
|
glDeleteProgram(shader_handle);
|
||||||
|
|
||||||
|
ImGui::Shutdown();
|
||||||
|
glfwTerminate();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
85
examples/opengl3_example/opengl3_example.vcxproj
Normal file
85
examples/opengl3_example/opengl3_example.vcxproj
Normal file
@ -0,0 +1,85 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|Win32">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
</ItemGroup>
|
||||||
|
<PropertyGroup Label="Globals">
|
||||||
|
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
|
||||||
|
<RootNamespace>opengl3_example</RootNamespace>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<PropertyGroup Label="UserMacros" />
|
||||||
|
<PropertyGroup />
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<Optimization>Disabled</Optimization>
|
||||||
|
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<SubSystem>NotSet</SubSystem>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<SubSystem>NotSet</SubSystem>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\imgui.cpp" />
|
||||||
|
<ClCompile Include="main.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="..\..\imconfig.h" />
|
||||||
|
<ClInclude Include="..\..\imgui.h" />
|
||||||
|
<ClInclude Include="..\..\stb_textedit.h" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\..\LICENSE" />
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
36
examples/opengl3_example/opengl3_example.vcxproj.filters
Normal file
36
examples/opengl3_example/opengl3_example.vcxproj.filters
Normal file
@ -0,0 +1,36 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup>
|
||||||
|
<Filter Include="imgui">
|
||||||
|
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="sources">
|
||||||
|
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||||
|
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||||
|
</Filter>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="main.cpp">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\imgui.cpp">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="..\..\imconfig.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\imgui.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\stb_textedit.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\..\LICENSE">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</None>
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
Loading…
Reference in New Issue
Block a user