Examples: Emscripten: Switched to WebGL1/ES2, Added Changelog, Updated links, Added ignore list, Fixed warning with older versions. Removed reliance on C++11 (would warn on some compiler). Improved html template, removed undesirable options, reduced log size. Tweaked main.cpp. (#2494)

This commit is contained in:
omar 2019-04-15 01:01:44 +02:00
parent 882d480b5e
commit c1848b185c
8 changed files with 69 additions and 61 deletions

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@ -54,6 +54,7 @@ Other Changes:
to using the ImGui::MemAlloc()/MemFree() calls directly.
- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
GL function loaders early, and help users understand what they are missing. (#2421)
- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble]
- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).

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@ -135,8 +135,7 @@ Languages: (third-party bindings)
Frameworks:
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)

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@ -316,8 +316,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: possible compile-time support for wchar_t instead of char*?
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
- web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- remote: make a system like RemoteImGui first-class citizen/project (#75)

1
examples/.gitignore vendored
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@ -27,6 +27,7 @@ xcuserdata
## Emscripten output
*.out.js
*.out.wasm
example_emscripten/example_emscripten.*
## Unix executables
example_glfw_opengl2/example_glfw_opengl2

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@ -122,13 +122,15 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Note that Dear ImGui works with Emscripten.
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
Third-party framework, graphics API and languages bindings are listed at:
https://github.com/ocornut/imgui/wiki/Bindings
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
@ -177,6 +179,12 @@ example_apple_opengl2/
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
example_empscripten:
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
Note that other examples based on SDL or GLFW + GL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp

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@ -21,9 +21,9 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
EMS = -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1
EMS = -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s EXIT_RUNTIME=1
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1
CPPFLAGS = -I../ -I../../
@ -55,4 +55,4 @@ $(EXE): $(OBJS)
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
clean:
rm -f $(EXE) $(OBJS) *.js *.wasm
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre

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@ -14,24 +14,16 @@
#include <SDL.h>
#include <SDL_opengles2.h>
// Emscripten requires to have full control over the main loop. We're going to store variables from main() to main_loop() here.
// This will also hold some of our persistent data across loops. Remember: imgui is immediate mode, and doesn't store state.
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
struct MainLoopVars {
SDL_Window* window = NULL;
SDL_GLContext gl_context = NULL;
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
};
SDL_Window* g_Window = NULL;
SDL_GLContext g_GLContext = NULL;
// For clarity, our main loop code is declared at the end.
void main_loop(void*);
int main(int, char**)
{
MainLoopVars vars;
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
{
@ -39,13 +31,14 @@ int main(int, char**)
return -1;
}
// For the browser using emscripten, we are going to use WebGL2 with GLES3. See the Makefile.emscripten for requirement details.
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
// run this code on Chrome for Android for example.
const char* glsl_version = "#version 300 es";
const char* glsl_version = "#version 100";
//const char* glsl_version = "#version 300 es";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// Create window with graphics context
@ -55,9 +48,10 @@ int main(int, char**)
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
vars.window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
vars.gl_context = SDL_GL_CreateContext(vars.window);
if (!vars.gl_context) {
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
g_GLContext = SDL_GL_CreateContext(g_Window);
if (!g_GLContext)
{
fprintf(stderr, "Failed to initialize WebGL context!\n");
return 1;
}
@ -74,7 +68,7 @@ int main(int, char**)
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(vars.window, vars.gl_context);
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
@ -93,12 +87,18 @@ int main(int, char**)
//IM_ASSERT(font != NULL);
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
emscripten_set_main_loop_arg(main_loop, &vars, 0, true);
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
}
void main_loop(void* arg) {
MainLoopVars* vars = (MainLoopVars*) arg;
void main_loop(void* arg)
{
ImGuiIO& io = ImGui::GetIO();
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@ -114,12 +114,12 @@ void main_loop(void* arg) {
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(vars->window);
ImGui_ImplSDL2_NewFrame(g_Window);
ImGui::NewFrame();
// 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!).
if (vars->show_demo_window)
ImGui::ShowDemoWindow(&vars->show_demo_window);
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
@ -129,11 +129,11 @@ void main_loop(void* arg) {
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &vars->show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &vars->show_another_window);
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&vars->clear_color); // Edit 3 floats representing a color
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
@ -145,21 +145,21 @@ void main_loop(void* arg) {
}
// 3. Show another simple window.
if (vars->show_another_window)
if (show_another_window)
{
ImGui::Begin("Another Window", &vars->show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
vars->show_another_window = false;
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
SDL_GL_MakeCurrent(vars->window, vars->gl_context);
SDL_GL_MakeCurrent(g_Window, g_GLContext);
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(vars->clear_color.x, vars->clear_color.y, vars->clear_color.z, vars->clear_color.w);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(vars->window);
SDL_GL_SwapWindow(g_Window);
}

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@ -3,15 +3,19 @@
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<title>Dear ImGui Emscripten example</title>
<style>
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
textarea.emscripten { font-family: monospace; width: 80%; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* div.emscripten_border { border: 1px solid black; } */
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
a:link { color: #000000; }
a:visited { color: #000000; }
a:active { color: #000000; }
.spinner {
height: 50px;
width: 50px;
@ -47,27 +51,23 @@
</style>
</head>
<body>
<hr/>
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
<div class="emscripten" id="status">Downloading...</div>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<hr/>
<div class="emscripten">
<input type="checkbox" id="resize">Resize canvas
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
&nbsp;&nbsp;&nbsp;
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
document.getElementById('resize').checked)">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
Example compiled from <a href="https://github.com/ocornut/imgui">https://github.com/ocornut/imgui</a>
</div>
<br>
<div class="emscripten">
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(false, document.getElementById('resize').checked)">
<!-- <input type="checkbox" id="resize">Resize canvas -->
</div>
<br>
<hr/>
<textarea class="emscripten" id="output" rows="8"></textarea>
<hr>
<textarea class="emscripten" id="output" rows="4"></textarea>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');