From a8d2bc69ed3bb9664e764d5f1addbf4b5c2ea07e Mon Sep 17 00:00:00 2001 From: Olivier Chatry Date: Wed, 3 Dec 2014 18:37:07 +0100 Subject: [PATCH 1/2] added opengl3 sample, mix from @ocornut and @thelinked --- examples/imgui_examples_msvc2010.sln | 6 + examples/opengl3_example/Makefile | 53 +++ examples/opengl3_example/main.cpp | 407 ++++++++++++++++++ .../opengl3_example/opengl3_example.vcxproj | 85 ++++ .../opengl3_example.vcxproj.filters | 36 ++ 5 files changed, 587 insertions(+) create mode 100644 examples/opengl3_example/Makefile create mode 100644 examples/opengl3_example/main.cpp create mode 100644 examples/opengl3_example/opengl3_example.vcxproj create mode 100644 examples/opengl3_example/opengl3_example.vcxproj.filters diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln index 05c018d2..1ff20521 100644 --- a/examples/imgui_examples_msvc2010.sln +++ b/examples/imgui_examples_msvc2010.sln @@ -7,6 +7,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution 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}.Release|Win32.ActiveCfg = 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 GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile new file mode 100644 index 00000000..027fc151 --- /dev/null +++ b/examples/opengl3_example/Makefile @@ -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) + diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp new file mode 100644 index 00000000..2be8a24f --- /dev/null +++ b/examples/opengl3_example/main.cpp @@ -0,0 +1,407 @@ +#define GLEW_STATIC +#include +#include +#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 +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; +} \ No newline at end of file diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj new file mode 100644 index 00000000..8ffd778a --- /dev/null +++ b/examples/opengl3_example/opengl3_example.vcxproj @@ -0,0 +1,85 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + + {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9} + opengl3_example + + + + Application + true + MultiByte + + + Application + false + true + MultiByte + + + + + + + + + + + + + + + Level3 + Disabled + $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories) + + + true + $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories) + opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies) + NotSet + + + + + Level3 + MaxSpeed + true + true + $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories) + + + true + true + true + $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories) + opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies) + NotSet + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters new file mode 100644 index 00000000..d04ee241 --- /dev/null +++ b/examples/opengl3_example/opengl3_example.vcxproj.filters @@ -0,0 +1,36 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + sources + + + imgui + + + + + imgui + + + imgui + + + imgui + + + + + imgui + + + \ No newline at end of file From 2f176033c65d8ce295e123ad08e400c25e382da4 Mon Sep 17 00:00:00 2001 From: Olivier Chatry Date: Wed, 3 Dec 2014 19:11:23 +0100 Subject: [PATCH 2/2] fixed indentation mix, removed some unused code, updated different callback using the example_opengl code. --- examples/opengl3_example/main.cpp | 214 ++++++++++++++---------------- 1 file changed, 96 insertions(+), 118 deletions(-) diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index 2be8a24f..6d5304fe 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -10,6 +10,9 @@ static GLFWwindow* window; static GLuint fontTex; +static bool mousePressed[2] = { false, false }; +static ImVec2 mousePosScale(1.0f, 1.0f); + //Shader variables static int shader_handle, vert_handle, frag_handle; @@ -19,34 +22,10 @@ static int position_location, uv_location, colour_location; //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 size_t vbo_max_size = 1000000; static unsigned int vbo_handle, vao_handle; -template -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 @@ -58,9 +37,9 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); + glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); + glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); @@ -71,46 +50,46 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c // 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 }, - }; + 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); - } + // 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(); - 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); + 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); + } - glBindVertexArray(vao_handle); - - int cmd_offset = 0; - for (int n = 0; n < cmd_lists_count; n++) + 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; @@ -121,13 +100,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); vtx_offset += pcmd->vtx_count; } - cmd_offset = vtx_offset; + cmd_offset = vtx_offset; } - glBindVertexArray(0); - glUseProgram(0); + glBindVertexArray(0); + glUseProgram(0); glDisable(GL_SCISSOR_TEST); - glBindTexture(GL_TEXTURE_2D, 0); + glBindTexture(GL_TEXTURE_2D, 0); } @@ -147,10 +126,16 @@ static void glfw_error_callback(int error, const char* description) fputs(description, stderr); } +static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods) +{ + if (action == GLFW_PRESS && button >= 0 && button < 2) + mousePressed[button] = true; +} + 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 + io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. } static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) @@ -166,8 +151,8 @@ static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int act static void glfw_char_callback(GLFWwindow* window, unsigned int c) { - if (c > 0 && c <= 255) - ImGui::GetIO().AddInputCharacter((char)c); + if (c > 0 && c < 0x10000) + ImGui::GetIO().AddInputCharacter((unsigned short)c); } @@ -182,7 +167,7 @@ void InitGL() 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); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL); glfwMakeContextCurrent(window); @@ -190,49 +175,42 @@ void InitGL() 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)); - } + glewExperimental = GL_TRUE; - const GLchar *vertex_shader = \ - "#version 330\n" - "uniform mat4 ortho;\n" + GLenum err = glewInit(); + if (GLEW_OK != err) + { + fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); + } - "in vec2 Position;\n" - "in vec2 UV;\n" - "in vec4 Colour;\n" + 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" + " gl_Position = ortho*vec4(Position.xy,0,1);\n" + "}\n"; - "out vec2 Frag_UV;\n" - "out vec4 Frag_Colour;\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"; - "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); + 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); @@ -252,19 +230,19 @@ void InitGL() 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); + 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); - + 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); + } @@ -392,7 +370,7 @@ int main(int argc, char** argv) ImGui::Render(); glfwSwapBuffers(window); } - if (vao_handle) glDeleteVertexArrays(1, &vao_handle); + if (vao_handle) glDeleteVertexArrays(1, &vao_handle); if (vbo_handle) glDeleteBuffers(1, &vbo_handle); glDetachShader(shader_handle, vert_handle); glDetachShader(shader_handle, frag_handle);