Merge 'ocornut/master' into 'jdmo3/master'

This commit is contained in:
Jefferson Montgomery
2017-09-24 14:22:25 -07:00
committed by Jefferson Montgomery
47 changed files with 4259 additions and 2296 deletions

10
examples/.gitignore vendored
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@ -25,6 +25,14 @@ opengl3_example/Release/*
opengl3_example/ipch/*
opengl3_example/x64/*
opengl3_example/opengl3_example
sdl_opengl2_example/Debug/*
sdl_opengl2_example/Release/*
sdl_opengl2_example/ipch/*
sdl_opengl2_example/x64/*
sdl_opengl3_example/Debug/*
sdl_opengl3_example/Release/*
sdl_opengl3_example/ipch/*
sdl_opengl3_example/x64/*
*.opensdf
*.sdf
*.suo
@ -34,6 +42,8 @@ opengl3_example/opengl3_example
*.exe
*.pdb
*.ilk
*.VC.db
*.VC.VC.opendb
## Ini files
imgui.ini

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@ -8,10 +8,11 @@ Third party languages and frameworks bindings: https://github.com/ocornut/imgui/
TL;DR;
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
- Refer to 'opengl2_example' to LEARN how the library is setup, it is the simplest one.
- To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one.
The other examples requires more boilerplate and are harder to read.
- If you are using OpenGL in your application, probably use an opengl3_xxx backend.
Mixing old fixed pipeline OpenGL2 and programmable pipeline OpenGL3+ isn't well supported by drivers.
However, USE 'opengl3_example' in your application if you are using any modern OpenGL3+ calls.
Mixing old fixed pipeline OpenGL2 and programmable pipeline OpenGL3+ isn't well supported by some drivers.
If you are not sure, in doubt, use 'opengl3_example'.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified.
- If you have your own engine, you probably want to start from one of the OpenGL example and adapt it to
@ -44,14 +45,17 @@ Also note that some setup or GPU drivers may be causing extra lag (possibly by e
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
opengl2_example/
GLFW + OpenGL example (old fixed pipeline).
This is simple to read. Prefer following this example to learn how ImGui works!
GLFW + OpenGL example (old, fixed graphic pipeline).
This is only provided as a reference to learn how ImGui integration works, because it is easier to read.
However, if your code is using GL3+ context, using this may confuse your driver. Please use the GL3 example below.
(You might be able to use this code in a GL3/GL4 context but make sure you disable the programmable
pipeline by calling "glUseProgram(0)" before ImGui::Render.)
pipeline by calling "glUseProgram(0)" before ImGui::Render. It appears that many librairies and drivers
are having issues mixing GL2 calls and newer GL3/GL4 calls. So it isn't recommended that you use that.)
opengl3_example/
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
This uses more modern OpenGL calls and custom shaders. It's more messy.
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL3/4 in your application.
directx9_example/
DirectX9 example, Windows only.
@ -89,3 +93,4 @@ vulkan_example/
Vulkan example.
This is quite long and tedious, because: Vulkan.
TODO: Apple, SDL GL/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.

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@ -262,7 +262,7 @@ void ImGui_ImplA5_NewFrame()
}
else
{
io.MousePos = ImVec2(-1, -1);
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
al_get_mouse_state(&mouse);

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@ -72,16 +72,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

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@ -24,19 +24,18 @@ void DebugHUD_InitDefaults( DebugHUD *hud )
hud->cubeColor2[3] = 1.0f;
}
void DebugHUD_DoInterface( DebugHUD *hud )
void DebugHUD_DoInterface(DebugHUD *hud)
{
if (hud->show_test_window)
{
ImGui::SetNextWindowPos( ImVec2( 400, 20 ), ImGuiSetCond_FirstUseEver );
ImGui::ShowTestWindow( &hud->show_test_window );
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&hud->show_test_window );
}
if (hud->show_example_window)
{
ImGui::SetNextWindowPos( ImVec2( 20, 20 ), ImGuiSetCond_FirstUseEver );
ImGui::SetNextWindowSize( ImVec2( 350, 200 ), ImGuiSetCond_FirstUseEver );
ImGui::Begin("Another Window", &hud->show_example_window);
ImGui::Text("Hello from another window!");
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);

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@ -617,6 +617,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);

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@ -484,7 +484,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
@ -572,6 +572,14 @@ void ImGui_ImplDX10_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
SetCursor(NULL);

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@ -167,23 +167,24 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // 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);
}
// Rendering
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render();
g_pSwapChain->Present(0, 0);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
ImGui_ImplDX10_Shutdown();

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@ -485,7 +485,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
@ -575,6 +575,14 @@ void ImGui_ImplDX11_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
SetCursor(NULL);

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@ -60,8 +60,8 @@ HRESULT CreateDeviceD3D(HWND hWnd)
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return E_FAIL;
CreateRenderTarget();
@ -170,23 +170,24 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // 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);
}
// Rendering
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render();
g_pSwapChain->Present(0, 0);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
ImGui_ImplDX11_Shutdown();

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@ -161,4 +161,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

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@ -620,13 +620,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; }
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < g_numFramesInFlight; ++i)
{
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
}
ImGui::GetIO().Fonts->TexID = 0;
}
bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
@ -726,6 +725,14 @@ void ImGui_ImplDX12_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
SetCursor(NULL);

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@ -346,16 +346,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // 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);
}
@ -385,7 +384,8 @@ int main(int, char**)
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
g_pSwapChain->Present(1, 0);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
auto fenceValue = g_fenceLastSignalledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);

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@ -311,12 +311,14 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
g_pIB->Release();
g_pIB = NULL;
}
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
{
tex->Release();
ImGui::GetIO().Fonts->TexID = 0;
}
// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(g_FontTexture == io.Fonts->TexID);
if (g_FontTexture)
g_FontTexture->Release();
g_FontTexture = NULL;
io.Fonts->TexID = NULL;
}
void ImGui_ImplDX9_NewFrame()
@ -347,6 +349,14 @@ void ImGui_ImplDX9_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
SetCursor(NULL);

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@ -63,7 +63,8 @@ int main(int, char**)
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
// Create the D3DDevice
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
@ -120,16 +121,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

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@ -56,16 +56,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

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@ -1,6 +1,6 @@
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# if you using Mac OS X:
@ -37,7 +37,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), MINGW64_NT-6.3)
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32

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@ -1,9 +1,10 @@
// ImGui GLFW binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context is GL3/GL3 then prefer using the code in opengl3_example.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in opengl3_example.
// If you are not sure what that means, prefer using the code in opengl3_example.
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
// We cannot do that from GL2 code because the function doesn't exist.
// We cannot do that from GL2 code because the function doesn't exist. Mixing GL2 calls and GL3/GL4 calls is giving trouble to many librairies/drivers.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@ -30,9 +31,9 @@ static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
// 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:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
@ -43,8 +44,9 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@ -57,7 +59,8 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -108,32 +111,33 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
@ -148,14 +152,14 @@ void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
bool ImGui_ImplGlfw_CreateDeviceObjects()
bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
@ -181,7 +185,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
return true;
}
void ImGui_ImplGlfw_InvalidateDeviceObjects()
void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
@ -191,7 +195,7 @@ void ImGui_ImplGlfw_InvalidateDeviceObjects()
}
}
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
{
g_Window = window;
@ -216,9 +220,9 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
io.ClipboardUserData = g_Window;
#ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
@ -226,25 +230,25 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
if (install_callbacks)
{
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
}
return true;
}
void ImGui_ImplGlfw_Shutdown()
void ImGui_ImplGlfwGL2_Shutdown()
{
ImGui_ImplGlfw_InvalidateDeviceObjects();
ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplGlfw_NewFrame()
void ImGui_ImplGlfwGL2_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplGlfw_CreateDeviceObjects();
ImGui_ImplGlfwGL2_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
@ -265,13 +269,20 @@ void ImGui_ImplGlfw_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
if (io.WantMoveMouse)
{
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
}
else
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
}
}
else
{
io.MousePos = ImVec2(-1,-1);
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
}
for (int i = 0; i < 3; i++)

View File

@ -12,18 +12,17 @@
struct GLFWwindow;
IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API void ImGui_ImplGlfw_Shutdown();
IMGUI_API void ImGui_ImplGlfw_NewFrame();
IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API void ImGui_ImplGlfwGL2_Shutdown();
IMGUI_API void ImGui_ImplGlfwGL2_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects();
IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c);

View File

@ -19,9 +19,10 @@ int main(int, char**)
return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup ImGui binding
ImGui_ImplGlfw_Init(window, true);
ImGui_ImplGlfwGL2_Init(window, true);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@ -41,7 +42,7 @@ int main(int, char**)
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
ImGui_ImplGlfw_NewFrame();
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -58,16 +59,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -77,12 +77,13 @@ int main(int, char**)
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplGlfw_Shutdown();
ImGui_ImplGlfwGL2_Shutdown();
glfwTerminate();
return 0;

View File

@ -1,12 +1,13 @@
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# You will need GLFW (http://www.glfw.org)
#
# apt-get install libglfw-dev # Linux
# brew install glfw # Mac OS X
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw # MSYS2
#
#CXX = g++
@ -39,7 +40,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), MINGW64_NT-6.3)
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32

View File

@ -31,8 +31,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// 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:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -44,31 +44,36 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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);
glActiveTexture(GL_TEXTURE0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -83,6 +88,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
glBindSampler(0, 0); // Rely on combined texture/sampler state.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -114,17 +120,19 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
@ -375,13 +383,20 @@ void ImGui_ImplGlfwGL3_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
if (io.WantMoveMouse)
{
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
}
else
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
}
}
else
{
io.MousePos = ImVec2(-1,-1);
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
}
for (int i = 0; i < 3; i++)

View File

@ -26,6 +26,7 @@ int main(int, char**)
#endif
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
gl3wInit();
// Setup ImGui binding
@ -66,16 +67,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl2_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console

View File

@ -1,6 +1,9 @@
// ImGui SDL2 binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in sdl_opengl3_example.
// If you are not sure what that means, prefer using the code in sdl_opengl3_example.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -19,8 +22,8 @@ static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
// 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:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -32,8 +35,9 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@ -46,7 +50,8 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -97,6 +102,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
@ -111,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text);
}
bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
@ -151,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
return false;
}
bool ImGui_ImplSdl_CreateDeviceObjects()
bool ImGui_ImplSdlGL2_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
@ -178,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
return true;
}
void ImGui_ImplSdl_InvalidateDeviceObjects()
void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
@ -188,7 +194,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
}
}
bool ImGui_ImplSdl_Init(SDL_Window* window)
bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -228,16 +234,16 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
return true;
}
void ImGui_ImplSdl_Shutdown()
void ImGui_ImplSdlGL2_Shutdown()
{
ImGui_ImplSdl_InvalidateDeviceObjects();
ImGui_ImplSdlGL2_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplSdl_NewFrame(SDL_Window *window)
void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
{
if (!g_FontTexture)
ImGui_ImplSdl_CreateDeviceObjects();
ImGui_ImplSdlGL2_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
@ -262,7 +268,7 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos = ImVec2(-1,-1);
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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.
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;

View File

@ -9,11 +9,11 @@
struct SDL_Window;
typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdl_Shutdown();
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();
IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();

View File

@ -28,7 +28,7 @@ int main(int, char**)
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
// Setup ImGui binding
ImGui_ImplSdl_Init(window);
ImGui_ImplSdlGL2_Init(window);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@ -51,11 +51,11 @@ int main(int, char**)
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSdl_ProcessEvent(&event);
ImGui_ImplSdlGL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
}
ImGui_ImplSdl_NewFrame(window);
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -72,16 +72,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -89,12 +88,13 @@ int main(int, char**)
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render();
SDL_GL_SwapWindow(window);
}
// Cleanup
ImGui_ImplSdl_Shutdown();
ImGui_ImplSdlGL2_Shutdown();
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();

View File

@ -0,0 +1,61 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# You will need SDL2 (http://www.libsdl.org)
#
# apt-get install libsdl2-dev # Linux
# brew install sdl2 # Mac OS X
# pacman -S mingw-w64-i686-SDL # MSYS2
#
#CXX = g++
EXE = sdl_opengl3_example
OBJS = main.o imgui_impl_sdl_gl3.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
OBJS += ../libs/gl3w/GL/gl3w.o
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = -lGL -ldl `sdl2-config --libs`
CXXFLAGS = -I../../ -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/include `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags sdl2`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
clean:
rm $(EXE) $(OBJS)

View File

@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl3_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console

View File

@ -25,8 +25,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// 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:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -38,33 +38,38 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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);
glActiveTexture(GL_TEXTURE0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup orthographic projection matrix
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] =
{
@ -77,6 +82,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
glBindSampler(0, 0); // Rely on combined texture/sampler state.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -84,10 +90,10 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
@ -108,17 +114,19 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
@ -375,7 +383,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos = ImVec2(-1, -1);
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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.
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;

View File

@ -75,16 +75,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -1,4 +1,7 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\bin32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

View File

@ -0,0 +1,7 @@
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

View File

@ -236,10 +236,10 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
VkMappedMemoryRange range[2] = {};
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range[0].memory = g_VertexBufferMemory[g_FrameIndex];
range[0].size = vertex_size;
range[0].size = VK_WHOLE_SIZE;
range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range[1].memory = g_IndexBufferMemory[g_FrameIndex];
range[1].size = index_size;
range[1].size = VK_WHOLE_SIZE;
err = vkFlushMappedMemoryRanges(g_Device, 2, range);
ImGui_ImplGlfwVulkan_VkResult(err);
vkUnmapMemory(g_Device, g_VertexBufferMemory[g_FrameIndex]);
@ -301,10 +301,10 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
else
{
VkRect2D scissor;
scissor.offset.x = (int32_t)(pcmd->ClipRect.x);
scissor.offset.y = (int32_t)(pcmd->ClipRect.y);
scissor.offset.x = (int32_t)(pcmd->ClipRect.x) > 0 ? (int32_t)(pcmd->ClipRect.x) : 0;
scissor.offset.y = (int32_t)(pcmd->ClipRect.y) > 0 ? (int32_t)(pcmd->ClipRect.y) : 0;
scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // TODO: + 1??????
scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
vkCmdSetScissor(g_CommandBuffer, 0, 1, &scissor);
vkCmdDrawIndexed(g_CommandBuffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
}
@ -483,6 +483,7 @@ bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
region.imageSubresource.layerCount = 1;
region.imageExtent.width = width;
region.imageExtent.height = height;
region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageMemoryBarrier use_barrier[1] = {};
@ -540,6 +541,7 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler);
ImGui_ImplGlfwVulkan_VkResult(err);
}
@ -813,7 +815,7 @@ void ImGui_ImplGlfwVulkan_NewFrame()
}
else
{
io.MousePos = ImVec2(-1,-1);
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
}
for (int i = 0; i < 3; i++)

View File

@ -12,6 +12,10 @@
#include "imgui_impl_glfw_vulkan.h"
#define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16
#define IMGUI_UNLIMITED_FRAME_RATE
//#ifdef _DEBUG
//#define IMGUI_VULKAN_DEBUG_REPORT
//#endif
static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance g_Instance = VK_NULL_HANDLE;
@ -22,17 +26,17 @@ static VkSwapchainKHR g_Swapchain = VK_NULL_HANDLE;
static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = 0;
static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_Debug_Report = VK_NULL_HANDLE;
static VkFormat g_ImageFormat = VK_FORMAT_B8G8R8A8_UNORM;
static VkFormat g_ViewFormat = VK_FORMAT_B8G8R8A8_UNORM;
static VkColorSpaceKHR g_ColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
static VkSurfaceFormatKHR g_SurfaceFormat;
static VkImageSubresourceRange g_ImageRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
static VkPresentModeKHR g_PresentMode;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static int fb_width, fb_height;
static uint32_t g_BackBufferIndex = 0;
static uint32_t g_BackbufferIndices[IMGUI_VK_QUEUED_FRAMES]; // keep track of recently rendered swapchain frame indices
static uint32_t g_BackBufferCount = 0;
static VkImage g_BackBuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
static VkImageView g_BackBufferView[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
@ -42,7 +46,8 @@ static uint32_t g_FrameIndex = 0;
static VkCommandPool g_CommandPool[IMGUI_VK_QUEUED_FRAMES];
static VkCommandBuffer g_CommandBuffer[IMGUI_VK_QUEUED_FRAMES];
static VkFence g_Fence[IMGUI_VK_QUEUED_FRAMES];
static VkSemaphore g_Semaphore[IMGUI_VK_QUEUED_FRAMES];
static VkSemaphore g_PresentCompleteSemaphore[IMGUI_VK_QUEUED_FRAMES];
static VkSemaphore g_RenderCompleteSemaphore[IMGUI_VK_QUEUED_FRAMES];
static VkClearValue g_ClearValue = {};
@ -76,14 +81,14 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
VkSwapchainCreateInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
info.surface = g_Surface;
info.imageFormat = g_ImageFormat;
info.imageColorSpace = g_ColorSpace;
info.imageFormat = g_SurfaceFormat.format;
info.imageColorSpace = g_SurfaceFormat.colorSpace;
info.imageArrayLayers = 1;
info.imageUsage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
info.presentMode = VK_PRESENT_MODE_FIFO_KHR;
info.presentMode = g_PresentMode;
info.clipped = VK_TRUE;
info.oldSwapchain = old_swapchain;
VkSurfaceCapabilitiesKHR cap;
@ -93,6 +98,7 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
info.minImageCount = (cap.minImageCount + 2 < cap.maxImageCount) ? (cap.minImageCount + 2) : cap.maxImageCount;
else
info.minImageCount = cap.minImageCount + 2;
if (cap.currentExtent.width == 0xffffffff)
{
fb_width = w;
@ -120,14 +126,14 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
// Create the Render Pass:
{
VkAttachmentDescription attachment = {};
attachment.format = g_ViewFormat;
attachment.format = g_SurfaceFormat.format;
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkAttachmentReference color_attachment = {};
color_attachment.attachment = 0;
color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
@ -150,7 +156,7 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
VkImageViewCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
info.format = g_ViewFormat;
info.format = g_SurfaceFormat.format;
info.components.r = VK_COMPONENT_SWIZZLE_R;
info.components.g = VK_COMPONENT_SWIZZLE_G;
info.components.b = VK_COMPONENT_SWIZZLE_B;
@ -184,20 +190,64 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
}
}
#ifdef IMGUI_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(
VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{
printf("[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage );
return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT
static void setup_vulkan(GLFWwindow* window)
{
VkResult err;
// Create Vulkan Instance
{
uint32_t glfw_extensions_count;
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&glfw_extensions_count);
uint32_t extensions_count;
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.enabledExtensionCount = glfw_extensions_count;
create_info.enabledExtensionCount = extensions_count;
create_info.ppEnabledExtensionNames = glfw_extensions;
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// enabling multiple validation layers grouped as lunarg standard validation
const char* layers[] = {"VK_LAYER_LUNARG_standard_validation"};
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
// need additional storage for char pointer to debug report extension
const char** extensions = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
for (size_t i = 0; i < extensions_count; i++)
extensions[i] = glfw_extensions[i];
extensions[ extensions_count ] = "VK_EXT_debug_report";
create_info.enabledExtensionCount = extensions_count+1;
create_info.ppEnabledExtensionNames = extensions;
#endif // IMGUI_VULKAN_DEBUG_REPORT
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
free(extensions);
// create the debug report callback
VkDebugReportCallbackCreateInfoEXT debug_report_ci ={};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = NULL;
// get the proc address of the function pointer, required for used extensions
PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT =
(PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
err = vkCreateDebugReportCallbackEXT( g_Instance, &debug_report_ci, g_Allocator, &g_Debug_Report );
check_vk_result(err);
#endif // IMGUI_VULKAN_DEBUG_REPORT
}
// Create Window Surface
@ -206,11 +256,21 @@ static void setup_vulkan(GLFWwindow* window)
check_vk_result(err);
}
// Get GPU (WARNING here we assume the first gpu is one we can use)
// Get GPU
{
uint32_t count = 1;
err = vkEnumeratePhysicalDevices(g_Instance, &count, &g_Gpu);
uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err);
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
check_vk_result(err);
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
g_Gpu = gpus[0];
free(gpus);
}
// Get queue
@ -243,26 +303,83 @@ static void setup_vulkan(GLFWwindow* window)
// Get Surface Format
{
VkFormat image_view_format[][2] = {{VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_B8G8R8A8_UNORM}, {VK_FORMAT_B8G8R8A8_SRGB, VK_FORMAT_B8G8R8A8_UNORM}};
// Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
// Assuming that the default behavior is without setting this bit, there is no need for separate Spawchain image and image view format
// additionally several new color spaces were introduced with Vulkan Spec v1.0.40
// hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used
uint32_t count;
vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, NULL);
VkSurfaceFormatKHR *formats = (VkSurfaceFormatKHR*)malloc(sizeof(VkSurfaceFormatKHR) * count);
vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, formats);
for (size_t i = 0; i < sizeof(image_view_format) / sizeof(image_view_format[0]); i++)
// first check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
if (count == 1)
{
for (uint32_t j = 0; j < count; j++)
if( formats[0].format == VK_FORMAT_UNDEFINED )
{
if (formats[j].format == image_view_format[i][0])
g_SurfaceFormat.format = VK_FORMAT_B8G8R8A8_UNORM;
g_SurfaceFormat.colorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
}
else
{ // no point in searching another format
g_SurfaceFormat = formats[0];
}
}
else
{
// request several formats, the first found will be used
VkFormat requestSurfaceImageFormat[] = {VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM};
VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
bool requestedFound = false;
for (size_t i = 0; i < sizeof(requestSurfaceImageFormat) / sizeof(requestSurfaceImageFormat[0]); i++)
{
if( requestedFound ) {
break;
}
for (uint32_t j = 0; j < count; j++)
{
g_ImageFormat = image_view_format[i][0];
g_ViewFormat = image_view_format[i][1];
g_ColorSpace = formats[j].colorSpace;
if (formats[j].format == requestSurfaceImageFormat[i] && formats[j].colorSpace == requestSurfaceColorSpace)
{
g_SurfaceFormat = formats[j];
requestedFound = true;
}
}
}
// if none of the requested image formats could be found, use the first available
if (!requestedFound)
g_SurfaceFormat = formats[0];
}
free(formats);
}
// Get Present Mode
{
// Requst a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
#ifdef IMGUI_UNLIMITED_FRAME_RATE
g_PresentMode = VK_PRESENT_MODE_IMMEDIATE_KHR;
#else
g_PresentMode = VK_PRESENT_MODE_FIFO_KHR;
#endif
uint32_t count = 0;
vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, nullptr);
VkPresentModeKHR* presentModes = (VkPresentModeKHR*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, presentModes);
bool presentModeAvailable = false;
for (size_t i = 0; i < count; i++)
{
if (presentModes[i] == g_PresentMode)
{
presentModeAvailable = true;
break;
}
}
if( !presentModeAvailable )
g_PresentMode = VK_PRESENT_MODE_FIFO_KHR; // always available
}
// Create Logical Device
{
int device_extension_count = 1;
@ -324,7 +441,9 @@ static void setup_vulkan(GLFWwindow* window)
{
VkSemaphoreCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_Semaphore[i]);
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_PresentCompleteSemaphore[i]);
check_vk_result(err);
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_RenderCompleteSemaphore[i]);
check_vk_result(err);
}
}
@ -364,7 +483,8 @@ static void cleanup_vulkan()
vkDestroyFence(g_Device, g_Fence[i], g_Allocator);
vkFreeCommandBuffers(g_Device, g_CommandPool[i], 1, &g_CommandBuffer[i]);
vkDestroyCommandPool(g_Device, g_CommandPool[i], g_Allocator);
vkDestroySemaphore(g_Device, g_Semaphore[i], g_Allocator);
vkDestroySemaphore(g_Device, g_PresentCompleteSemaphore[i], g_Allocator);
vkDestroySemaphore(g_Device, g_RenderCompleteSemaphore[i], g_Allocator);
}
for (uint32_t i = 0; i < g_BackBufferCount; i++)
{
@ -374,6 +494,13 @@ static void cleanup_vulkan()
vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator);
vkDestroySwapchainKHR(g_Device, g_Swapchain, g_Allocator);
vkDestroySurfaceKHR(g_Instance, g_Surface, g_Allocator);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// get the proc address of the function pointer, required for used extensions
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_Debug_Report, g_Allocator);
#endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator);
}
@ -389,7 +516,7 @@ static void frame_begin()
check_vk_result(err);
}
{
err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, g_Semaphore[g_FrameIndex], VK_NULL_HANDLE, &g_BackBufferIndex);
err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, g_PresentCompleteSemaphore[g_FrameIndex], VK_NULL_HANDLE, &g_BackbufferIndices[g_FrameIndex]);
check_vk_result(err);
}
{
@ -405,7 +532,7 @@ static void frame_begin()
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = g_RenderPass;
info.framebuffer = g_Framebuffer[g_BackBufferIndex];
info.framebuffer = g_Framebuffer[g_BackbufferIndices[g_FrameIndex]];
info.renderArea.extent.width = fb_width;
info.renderArea.extent.height = fb_height;
info.clearValueCount = 1;
@ -418,28 +545,17 @@ static void frame_end()
{
VkResult err;
vkCmdEndRenderPass(g_CommandBuffer[g_FrameIndex]);
{
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = g_BackBuffer[g_BackBufferIndex];
barrier.subresourceRange = g_ImageRange;
vkCmdPipelineBarrier(g_CommandBuffer[g_FrameIndex], VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, NULL, 0, NULL, 1, &barrier);
}
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &g_Semaphore[g_FrameIndex];
info.pWaitSemaphores = &g_PresentCompleteSemaphore[g_FrameIndex];
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex];
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &g_RenderCompleteSemaphore[g_FrameIndex];
err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]);
check_vk_result(err);
@ -448,21 +564,31 @@ static void frame_end()
err = vkQueueSubmit(g_Queue, 1, &info, g_Fence[g_FrameIndex]);
check_vk_result(err);
}
{
VkResult res;
VkSwapchainKHR swapchains[1] = {g_Swapchain};
uint32_t indices[1] = {g_BackBufferIndex};
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.swapchainCount = 1;
info.pSwapchains = swapchains;
info.pImageIndices = indices;
info.pResults = &res;
err = vkQueuePresentKHR(g_Queue, &info);
check_vk_result(err);
check_vk_result(res);
}
g_FrameIndex = (g_FrameIndex) % IMGUI_VK_QUEUED_FRAMES;
}
static void frame_present()
{
VkResult err;
// If IMGUI_UNLIMITED_FRAME_RATE is defined we present the latest but one frame. Otherwise we present the latest rendered frame
#ifdef IMGUI_UNLIMITED_FRAME_RATE
uint32_t PresentIndex = (g_FrameIndex + IMGUI_VK_QUEUED_FRAMES - 1) % IMGUI_VK_QUEUED_FRAMES;
#else
uint32_t PresentIndex = g_FrameIndex;
#endif // IMGUI_UNLIMITED_FRAME_RATE
VkSwapchainKHR swapchains[1] = {g_Swapchain};
uint32_t indices[1] = {g_BackbufferIndices[PresentIndex]};
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &g_RenderCompleteSemaphore[PresentIndex];
info.swapchainCount = 1;
info.pSwapchains = swapchains;
info.pImageIndices = indices;
err = vkQueuePresentKHR(g_Queue, &info);
check_vk_result(err);
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
}
static void error_callback(int error, const char* description)
@ -540,6 +666,17 @@ int main(int, char**)
bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154);
// When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before.
// Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop.
// This is also the reason why frame_end() is split into frame_end() and frame_present(), the later one not being called here.
#ifdef IMGUI_UNLIMITED_FRAME_RATE
ImGui_ImplGlfwVulkan_NewFrame();
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
#endif // IMGUI_UNLIMITED_FRAME_RATE
// Main loop
while (!glfwWindowShouldClose(window))
{
@ -561,16 +698,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -582,6 +718,7 @@ int main(int, char**)
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
frame_present();
}
// Cleanup