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737 Commits
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8532da3f52 | |||
c6d42b1a54 | |||
220d920581 | |||
46dfbb5fa8 | |||
da2f5d9c48 | |||
3ea90b1cd9 | |||
4cb236fe46 | |||
8e8cb7de3f |
@ -8,8 +8,8 @@ compiler:
|
||||
- clang
|
||||
|
||||
before_install:
|
||||
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
|
||||
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
|
||||
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
|
||||
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3; fi
|
||||
|
||||
script:
|
||||
- make -C examples/opengl_example
|
||||
|
2
LICENSE
2
LICENSE
@ -1,6 +1,6 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014 Omar Cornut
|
||||
Copyright (c) 2014-2015 Omar Cornut and ImGui contributors
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
70
README.md
70
README.md
@ -1,8 +1,9 @@
|
||||
ImGui
|
||||
=====
|
||||
[](https://travis-ci.org/ocornut/imgui)
|
||||
[](https://scan.coverity.com/projects/4720)
|
||||
|
||||
[](http://www.patreon.com/imgui)
|
||||
[](http://www.patreon.com/imgui) [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
|
||||
ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
|
||||
|
||||
@ -27,6 +28,13 @@ ImGui outputs vertex buffers and simple command-lists that you can render in you
|
||||
|
||||
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
|
||||
|
||||
Demo
|
||||
----
|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download binaries of the demo app here.
|
||||
- [imgui-demo-binaries-20150531.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20150531.zip) (Windows binaries, ImGui 1.40 WIP 2015/05/31, 4 executables, 432 KB)
|
||||
|
||||
|
||||
Gallery
|
||||
-------
|
||||
|
||||
@ -34,11 +42,23 @@ Gallery
|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||
|
||||
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese:
|
||||

|
||||
|
||||

|
||||

|
||||
|
||||
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
|
||||
```
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
```
|
||||
For Microsoft IME, pass your HWND to enable IME positioning:
|
||||
```
|
||||
io.ImeWindowHandle = my_hwnd;
|
||||
```
|
||||

|
||||
|
||||
References
|
||||
----------
|
||||
@ -52,13 +72,15 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
|
||||
Frequently Asked Question
|
||||
-------------------------
|
||||
|
||||
<b>Where are samples?</b>
|
||||
<b>Where is the documentation?</b>
|
||||
|
||||
The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
|
||||
- The documentation is at the top of imgui.cpp + effectively imgui.h.
|
||||
- Example code is in the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
|
||||
- Standalone example applications using OpenGL/DirectX are provided in the examples/ folder.
|
||||
|
||||
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
|
||||
|
||||
I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
|
||||
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/synergy/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
|
||||
|
||||
<b>I integrated ImGui in my engine and the text or lines are blurry..</b>
|
||||
|
||||
@ -66,28 +88,27 @@ In your Render function, try translating your projection matrix by (0.5f,0.5f) o
|
||||
|
||||
<b>Can you create elaborate/serious tools with ImGui?</b>
|
||||
|
||||
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. There's no reason you cannot, and in my experience the simplicity of the API is very empowering. However note that ImGui is programmer centric and the immediate-mode GUI paradigm might requires a bit of adaptation before you can realize its full potential.
|
||||
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. However note that ImGui is programmer centric and the immediate-mode GUI paradigm might requires a bit of adaptation before you can realize its full potential.
|
||||
|
||||
<b>Is ImGui fast?</b>
|
||||
|
||||
Down the fundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
|
||||
Down to the fundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
|
||||
|
||||
Mileage may vary but the following screenshot should give you an idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup may be a bottleneck and cause higher variation or throttled framerate. Testing performance as part of a real application is recommended).
|
||||
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
|
||||
|
||||

|
||||

|
||||
|
||||
This is showing framerate on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M. ([click here for the full-size picture](/web/performance_01.png)).
|
||||
In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
|
||||
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
|
||||
|
||||
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - using helpers such as CalcListClipping() - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
|
||||
|
||||
<b>Can you reskin the look of ImGui?</b>
|
||||
|
||||
Yes, you can alter the look of the interface to some degree: changing colors, sizes and padding, font. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. The example below uses modified settings to create a very compact UI with different colors:
|
||||
|
||||

|
||||
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
|
||||
|
||||
<b>Why using C++ (as opposed to C)?</b>
|
||||
|
||||
ImGui takes advantage of a few C++ features for convenience but nothing in the realm of Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
|
||||
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
|
||||
|
||||
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
|
||||
|
||||
@ -96,7 +117,9 @@ Donate
|
||||
|
||||
<b>Can I donate to support the development of ImGui?</b>
|
||||
|
||||
Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
|
||||
[](http://www.patreon.com/imgui) [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
|
||||
I'm currently an independant developer and your contributions are very meaningful to me. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated (PayPal link above). I am also available for hire to work on or with ImGui. Thanks!
|
||||
|
||||
Credits
|
||||
-------
|
||||
@ -109,14 +132,13 @@ Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothi
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||
|
||||
ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
|
||||
ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
|
||||
|
||||
Special supporters
|
||||
- Wild Sheep Studio
|
||||
- Jetha Chan
|
||||
Special supporters:
|
||||
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano.
|
||||
|
||||
Supporters
|
||||
- Michel Courtine
|
||||
And:
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly.
|
||||
|
||||
And other supporters; thanks!
|
||||
|
||||
|
24
examples/README.txt
Normal file
24
examples/README.txt
Normal file
@ -0,0 +1,24 @@
|
||||
Those are standalone ready-to-build applications to demonstrate ImGui.
|
||||
Unfortunately in 2015 it is still a massive pain to create and maintain portable build files.
|
||||
I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
|
||||
Please let me know if they don't work with your setup!
|
||||
You can probably just import the .cpp files into your own system and figure out the linkage from there.
|
||||
|
||||
|
||||
opengl_example/
|
||||
OpenGL example, using GLFW + fixed pipeline.
|
||||
This is simple and should work for all OpenGL enabled applications.
|
||||
Prefer following this example since it is the shortest one!
|
||||
|
||||
opengl3_example/
|
||||
OpenGL exemple, using GLFW/GL3W + programmable pipeline.
|
||||
This uses more modern calls and custom shaders.
|
||||
I don't think there is an advantage using this over the simpler example, but it is provided for reference.
|
||||
|
||||
directx9_example/
|
||||
DirectX9 example, Windows only.
|
||||
|
||||
directx11_example/
|
||||
DirectX11 example, Windows only.
|
||||
This is quite long and tedious, because: DirectX11.
|
||||
|
@ -5,10 +5,18 @@
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
|
||||
@ -20,42 +28,88 @@
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -63,14 +117,34 @@
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="imgui_impl_dx11.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
@ -15,6 +15,9 @@
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="imgui_impl_dx11.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
@ -23,5 +26,8 @@
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="imgui_impl_dx11.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
472
examples/directx11_example/imgui_impl_dx11.cpp
Normal file
472
examples/directx11_example/imgui_impl_dx11.cpp
Normal file
@ -0,0 +1,472 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
|
||||
// Data
|
||||
static INT64 g_Time = 0;
|
||||
static INT64 g_TicksPerSecond = 0;
|
||||
|
||||
static HWND g_hWnd = 0;
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static ID3D11Buffer* g_pVB = NULL;
|
||||
static ID3D10Blob * g_pVertexShaderBlob = NULL;
|
||||
static ID3D11VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D11InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D10Blob * g_pPixelShaderBlob = NULL;
|
||||
static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D11BlendState* g_pBlendState = NULL;
|
||||
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// 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)
|
||||
static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
{
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)mappedResource.pData;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
memcpy(vtx_dst, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
|
||||
vtx_dst += cmd_list->vtx_buffer.size();
|
||||
}
|
||||
g_pd3dDeviceContext->Unmap(g_pVB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
return;
|
||||
|
||||
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
|
||||
const float L = 0.0f;
|
||||
const float R = ImGui::GetIO().DisplaySize.x;
|
||||
const float B = ImGui::GetIO().DisplaySize.y;
|
||||
const float T = 0.0f;
|
||||
const float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
||||
g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
{
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = ImGui::GetIO().DisplaySize.x;
|
||||
vp.Height = ImGui::GetIO().DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = 0;
|
||||
vp.TopLeftY = 0;
|
||||
g_pd3dDeviceContext->RSSetViewports(1, &vp);
|
||||
}
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
|
||||
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
|
||||
g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
||||
if (pcmd->user_callback)
|
||||
{
|
||||
pcmd->user_callback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
||||
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
|
||||
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
|
||||
g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
|
||||
}
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
g_pd3dDeviceContext->IASetInputLayout(NULL);
|
||||
g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
|
||||
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
|
||||
}
|
||||
|
||||
LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_LBUTTONDOWN:
|
||||
io.MouseDown[0] = true;
|
||||
return true;
|
||||
case WM_LBUTTONUP:
|
||||
io.MouseDown[0] = false;
|
||||
return true;
|
||||
case WM_RBUTTONDOWN:
|
||||
io.MouseDown[1] = true;
|
||||
return true;
|
||||
case WM_RBUTTONUP:
|
||||
io.MouseDown[1] = false;
|
||||
return true;
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||
return true;
|
||||
case WM_MOUSEMOVE:
|
||||
io.MousePos.x = (signed short)(lParam);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_KEYDOWN:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 1;
|
||||
return true;
|
||||
case WM_KEYUP:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 0;
|
||||
return true;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)wParam);
|
||||
return true;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Create DX11 texture
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC texDesc;
|
||||
ZeroMemory(&texDesc, sizeof(texDesc));
|
||||
texDesc.Width = width;
|
||||
texDesc.Height = height;
|
||||
texDesc.MipLevels = 1;
|
||||
texDesc.ArraySize = 1;
|
||||
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
texDesc.SampleDesc.Count = 1;
|
||||
texDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
texDesc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D *pTexture = NULL;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = texDesc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)g_pFontTextureView;
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.f;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.MinLOD = 0.f;
|
||||
samplerDesc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
||||
}
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_pVB)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(c0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC cbDesc;
|
||||
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cbDesc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Create the vertex buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
g_hWnd = (HWND)hwnd;
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDeviceContext = device_context;
|
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
return false;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
|
||||
io.ImeWindowHandle = g_hWnd;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
g_pd3dDevice = NULL;
|
||||
g_pd3dDeviceContext = NULL;
|
||||
g_hWnd = (HWND)0;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
if (!g_pVB)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect;
|
||||
GetClientRect(g_hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
// Read keyboard modifiers inputs
|
||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
||||
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
|
||||
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
20
examples/directx11_example/imgui_impl_dx11.h
Normal file
20
examples/directx11_example/imgui_impl_dx11.h
Normal file
@ -0,0 +1,20 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
|
||||
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
void ImGui_ImplDX11_Shutdown();
|
||||
void ImGui_ImplDX11_NewFrame();
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
// Handler for Win32 messages, update mouse/keyboard data.
|
||||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
||||
/*
|
||||
extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
*/
|
@ -1,149 +1,41 @@
|
||||
// ImGui - standalone example application for DirectX 11
|
||||
|
||||
#include <windows.h>
|
||||
#include "../../imgui.h"
|
||||
|
||||
// DirectX 11
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx11.h"
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
|
||||
|
||||
static HWND hWnd;
|
||||
// Data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D11Buffer* g_pVB = NULL;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
static ID3D10Blob * g_pVertexShaderBlob = NULL;
|
||||
static ID3D11VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D11InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
|
||||
|
||||
static ID3D10Blob * g_pPixelShaderBlob = NULL;
|
||||
static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||
|
||||
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D11BlendState* g_blendState = NULL;
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
float pos[2];
|
||||
float uv[2];
|
||||
unsigned int col;
|
||||
};
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
g_pSwapChain->GetDesc(&sd);
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// 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)
|
||||
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
{
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
return;
|
||||
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
||||
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
||||
{
|
||||
vtx_dst->pos[0] = vtx_src->pos.x;
|
||||
vtx_dst->pos[1] = vtx_src->pos.y;
|
||||
vtx_dst->uv[0] = vtx_src->uv.x;
|
||||
vtx_dst->uv[1] = vtx_src->uv.y;
|
||||
vtx_dst->col = vtx_src->col;
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
}
|
||||
g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
return;
|
||||
|
||||
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
|
||||
const float L = 0.0f;
|
||||
const float R = ImGui::GetIO().DisplaySize.x;
|
||||
const float B = ImGui::GetIO().DisplaySize.y;
|
||||
const float T = 0.0f;
|
||||
const float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
||||
g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
{
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = ImGui::GetIO().DisplaySize.x;
|
||||
vp.Height = ImGui::GetIO().DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = 0;
|
||||
vp.TopLeftY = 0;
|
||||
g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
|
||||
}
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(CUSTOMVERTEX);
|
||||
unsigned int offset = 0;
|
||||
g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
|
||||
g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
|
||||
g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
// Render command list
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
||||
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
||||
g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
|
||||
g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
|
||||
g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
|
||||
g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
|
||||
g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
|
||||
// Create the render target
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
||||
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
||||
render_target_view_desc.Format = sd.BufferDesc.Format;
|
||||
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
HRESULT InitDeviceD3D(HWND hWnd)
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
@ -170,7 +62,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
|
||||
#endif
|
||||
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_pd3dDeviceImmediateContext) != S_OK)
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
// Setup rasterizer
|
||||
@ -190,363 +82,86 @@ HRESULT InitDeviceD3D(HWND hWnd)
|
||||
|
||||
ID3D11RasterizerState* pRState = NULL;
|
||||
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
|
||||
g_pd3dDeviceImmediateContext->RSSetState(pRState);
|
||||
g_pd3dDeviceContext->RSSetState(pRState);
|
||||
pRState->Release();
|
||||
}
|
||||
|
||||
// Create the render target
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
||||
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
||||
render_target_view_desc.Format = sd.BufferDesc.Format;
|
||||
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
|
||||
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(c0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return E_FAIL;
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC cbDesc;
|
||||
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cbDesc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return E_FAIL;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
|
||||
}
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDevice()
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
|
||||
|
||||
// InitImGui
|
||||
if (g_pFontSampler) g_pFontSampler->Release();
|
||||
if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
|
||||
font_texture_view->Release();
|
||||
if (g_pVB) g_pVB->Release();
|
||||
|
||||
// InitDeviceD3D
|
||||
if (g_blendState) g_blendState->Release();
|
||||
if (g_pPixelShader) g_pPixelShader->Release();
|
||||
if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
|
||||
if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
|
||||
if (g_pInputLayout) g_pInputLayout->Release();
|
||||
if (g_pVertexShader) g_pVertexShader->Release();
|
||||
if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
|
||||
if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
|
||||
if (g_pSwapChain) g_pSwapChain->Release();
|
||||
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
|
||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_LBUTTONDOWN:
|
||||
io.MouseDown[0] = true;
|
||||
return true;
|
||||
case WM_LBUTTONUP:
|
||||
io.MouseDown[0] = false;
|
||||
return true;
|
||||
case WM_RBUTTONDOWN:
|
||||
io.MouseDown[1] = true;
|
||||
return true;
|
||||
case WM_RBUTTONUP:
|
||||
io.MouseDown[1] = false;
|
||||
return true;
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||
return true;
|
||||
case WM_MOUSEMOVE:
|
||||
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
io.MousePos.x = (signed short)(lParam);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)wParam);
|
||||
return true;
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
CleanupDevice();
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
void LoadFontsTexture()
|
||||
int main(int, char**)
|
||||
{
|
||||
// Load one or more font
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
//ImFont* my_font1 = io.Fonts->AddFontDefault();
|
||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
|
||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
// Build
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Create texture
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D *pTexture = NULL;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
ID3D11ShaderResourceView* font_texture_view = NULL;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
|
||||
pTexture->Release();
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)font_texture_view;
|
||||
}
|
||||
|
||||
void InitImGui()
|
||||
{
|
||||
RECT rect;
|
||||
GetClientRect(hWnd, &rect);
|
||||
int display_w = (int)(rect.right - rect.left);
|
||||
int display_h = (int)(rect.bottom - rect.top);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize = ImVec2((float)display_w, (float)display_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 time step is variable)
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
||||
|
||||
// Create the vertex buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC bufferDesc;
|
||||
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
|
||||
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
bufferDesc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
|
||||
{
|
||||
IM_ASSERT(0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Load fonts
|
||||
LoadFontsTexture();
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
INT64 ticks_per_second = 0;
|
||||
INT64 last_time = 0;
|
||||
|
||||
void UpdateImGui()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
|
||||
last_time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse position, buttons, wheel from the window message callback)
|
||||
BYTE keystate[256];
|
||||
GetKeyboardState(keystate);
|
||||
for (int i = 0; i < 256; i++)
|
||||
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
|
||||
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
|
||||
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
|
||||
// io.MousePos : filled by WM_MOUSEMOVE event
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||
{
|
||||
// Register the window class
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
|
||||
RegisterClassEx(&wc);
|
||||
|
||||
// Create the application's window
|
||||
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
|
||||
return 1;
|
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
|
||||
return 1;
|
||||
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (InitDeviceD3D(hWnd) < 0)
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
{
|
||||
CleanupDevice();
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hWnd);
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
|
||||
InitImGui();
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//ImFont* my_font0 = io.Fonts->AddFontDefault();
|
||||
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
|
||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_col = ImColor(114, 144, 154);
|
||||
|
||||
// Enter the message loop
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
@ -557,34 +172,25 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||
DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
UpdateImGui();
|
||||
ImGui_ImplDX11_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"
|
||||
{
|
||||
static float f;
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_col);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
|
||||
// Calculate and show frame rate
|
||||
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);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Text("Hello");
|
||||
ImGui::End();
|
||||
}
|
||||
@ -592,17 +198,18 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||
if (show_test_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_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), 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::ShowTestWindow(&show_test_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
|
||||
ImGui::Render();
|
||||
g_pSwapChain->Present(0, 0);
|
||||
}
|
||||
|
||||
ImGui::Shutdown();
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
|
||||
return 0;
|
||||
|
@ -5,10 +5,18 @@
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{4165A294-21F2-44CA-9B38-E3F935ABADF5}</ProjectGuid>
|
||||
@ -20,62 +28,124 @@
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>
|
||||
</SubSystem>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>
|
||||
</SubSystem>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="imgui_impl_dx9.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="imgui_impl_dx9.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
@ -16,6 +16,9 @@
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="imgui_impl_dx9.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
@ -24,5 +27,8 @@
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="imgui_impl_dx9.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
293
examples/directx9_example/imgui_impl_dx9.cpp
Normal file
293
examples/directx9_example/imgui_impl_dx9.cpp
Normal file
@ -0,0 +1,293 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx9.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3dx9.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
|
||||
// Data
|
||||
static HWND g_hWnd = 0;
|
||||
static INT64 g_Time = 0;
|
||||
static INT64 g_TicksPerSecond = 0;
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
|
||||
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
D3DXVECTOR3 pos;
|
||||
D3DCOLOR col;
|
||||
D3DXVECTOR2 uv;
|
||||
};
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||
|
||||
// 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)
|
||||
static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
{
|
||||
size_t total_vtx_count = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
||||
if (total_vtx_count == 0)
|
||||
return;
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
return;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
||||
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
||||
{
|
||||
vtx_dst->pos.x = vtx_src->pos.x;
|
||||
vtx_dst->pos.y = vtx_src->pos.y;
|
||||
vtx_dst->pos.z = 0.0f;
|
||||
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
|
||||
vtx_dst->uv.x = vtx_src->uv.x;
|
||||
vtx_dst->uv.y = vtx_src->uv.y;
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
}
|
||||
g_pVB->Unlock();
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
|
||||
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
|
||||
g_pd3dDevice->SetPixelShader( NULL );
|
||||
g_pd3dDevice->SetVertexShader( NULL );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
|
||||
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
D3DXMATRIXA16 mat;
|
||||
D3DXMatrixIdentity(&mat);
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
|
||||
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
||||
if (pcmd->user_callback)
|
||||
{
|
||||
pcmd->user_callback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
||||
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
|
||||
}
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_LBUTTONDOWN:
|
||||
io.MouseDown[0] = true;
|
||||
return true;
|
||||
case WM_LBUTTONUP:
|
||||
io.MouseDown[0] = false;
|
||||
return true;
|
||||
case WM_RBUTTONDOWN:
|
||||
io.MouseDown[1] = true;
|
||||
return true;
|
||||
case WM_RBUTTONUP:
|
||||
io.MouseDown[1] = false;
|
||||
return true;
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||
return true;
|
||||
case WM_MOUSEMOVE:
|
||||
io.MousePos.x = (signed short)(lParam);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_KEYDOWN:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 1;
|
||||
return true;
|
||||
case WM_KEYUP:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 0;
|
||||
return true;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)wParam);
|
||||
return true;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
|
||||
{
|
||||
g_hWnd = (HWND)hwnd;
|
||||
g_pd3dDevice = device;
|
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
return false;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
|
||||
io.ImeWindowHandle = g_hWnd;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
g_pd3dDevice = NULL;
|
||||
g_hWnd = 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Create DX9 texture
|
||||
LPDIRECT3DTEXTURE9 pTexture = NULL;
|
||||
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
|
||||
{
|
||||
IM_ASSERT(0);
|
||||
return;
|
||||
}
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
{
|
||||
IM_ASSERT(0);
|
||||
return;
|
||||
}
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
|
||||
pTexture->UnlockRect(0);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)pTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
||||
return false;
|
||||
|
||||
ImGui_ImplDX9_CreateFontsTexture();
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
if (g_pVB)
|
||||
{
|
||||
g_pVB->Release();
|
||||
g_pVB = NULL;
|
||||
}
|
||||
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
|
||||
{
|
||||
tex->Release();
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
if (!g_pVB)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect;
|
||||
GetClientRect(g_hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
// Read keyboard modifiers inputs
|
||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
||||
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
|
||||
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
19
examples/directx9_example/imgui_impl_dx9.h
Normal file
19
examples/directx9_example/imgui_impl_dx9.h
Normal file
@ -0,0 +1,19 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct IDirect3DDevice9;
|
||||
|
||||
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
|
||||
void ImGui_ImplDX9_Shutdown();
|
||||
void ImGui_ImplDX9_NewFrame();
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
|
||||
// Handler for Win32 messages, update mouse/keyboard data.
|
||||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
||||
/*
|
||||
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
*/
|
@ -1,318 +1,94 @@
|
||||
// ImGui - standalone example application for DirectX 9
|
||||
|
||||
#include <windows.h>
|
||||
#include "../../imgui.h"
|
||||
|
||||
// DirectX 9
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx9.h"
|
||||
#include <d3dx9.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
|
||||
|
||||
static HWND hWnd;
|
||||
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
|
||||
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
D3DXVECTOR3 pos;
|
||||
D3DCOLOR col;
|
||||
D3DXVECTOR2 uv;
|
||||
};
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||
|
||||
// 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)
|
||||
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
{
|
||||
size_t total_vtx_count = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
||||
if (total_vtx_count == 0)
|
||||
return;
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
return;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
||||
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
||||
{
|
||||
vtx_dst->pos.x = vtx_src->pos.x;
|
||||
vtx_dst->pos.y = vtx_src->pos.y;
|
||||
vtx_dst->pos.z = 0.0f;
|
||||
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
|
||||
vtx_dst->uv.x = vtx_src->uv.x;
|
||||
vtx_dst->uv.y = vtx_src->uv.y;
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
}
|
||||
g_pVB->Unlock();
|
||||
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
|
||||
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
|
||||
|
||||
// Setup render state: alpha-blending, no face culling, no depth testing
|
||||
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
|
||||
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
D3DXMATRIXA16 mat;
|
||||
D3DXMatrixIdentity(&mat);
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
|
||||
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
// Render command list
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
||||
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
||||
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HRESULT InitDeviceD3D(HWND hWnd)
|
||||
{
|
||||
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
|
||||
return E_FAIL;
|
||||
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
ZeroMemory(&d3dpp, sizeof(d3dpp));
|
||||
d3dpp.Windowed = TRUE;
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
|
||||
|
||||
// Create the D3DDevice
|
||||
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
|
||||
return E_FAIL;
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDevice()
|
||||
{
|
||||
// InitImGui
|
||||
if (g_pVB) g_pVB->Release();
|
||||
|
||||
// InitDeviceD3D
|
||||
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
|
||||
tex->Release();
|
||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||
if (g_pD3D) g_pD3D->Release();
|
||||
}
|
||||
// Data
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static D3DPRESENT_PARAMETERS g_d3dpp;
|
||||
|
||||
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (ImGui_ImplDX9_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_LBUTTONDOWN:
|
||||
io.MouseDown[0] = true;
|
||||
return true;
|
||||
case WM_LBUTTONUP:
|
||||
io.MouseDown[0] = false;
|
||||
return true;
|
||||
case WM_RBUTTONDOWN:
|
||||
io.MouseDown[1] = true;
|
||||
return true;
|
||||
case WM_RBUTTONUP:
|
||||
io.MouseDown[1] = false;
|
||||
return true;
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||
return true;
|
||||
case WM_MOUSEMOVE:
|
||||
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
io.MousePos.x = (signed short)(lParam);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)wParam);
|
||||
return true;
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_d3dpp.BackBufferWidth = LOWORD(lParam);
|
||||
g_d3dpp.BackBufferHeight = HIWORD(lParam);
|
||||
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
|
||||
if (hr == D3DERR_INVALIDCALL)
|
||||
IM_ASSERT(0);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
CleanupDevice();
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
void LoadFontsTexture()
|
||||
int main(int, char**)
|
||||
{
|
||||
// Load one or more font
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
//ImFont* my_font1 = io.Fonts->AddFontDefault();
|
||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
|
||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
// Build
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Create texture
|
||||
LPDIRECT3DTEXTURE9 pTexture = NULL;
|
||||
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
|
||||
{
|
||||
IM_ASSERT(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy pixels
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
{
|
||||
IM_ASSERT(0);
|
||||
return;
|
||||
}
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
|
||||
pTexture->UnlockRect(0);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)pTexture;
|
||||
}
|
||||
|
||||
void InitImGui()
|
||||
{
|
||||
RECT rect;
|
||||
GetClientRect(hWnd, &rect);
|
||||
int display_w = (int)(rect.right - rect.left);
|
||||
int display_h = (int)(rect.bottom - rect.top);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize = ImVec2((float)display_w, (float)display_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 time step is variable)
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
||||
|
||||
// Create the vertex buffer
|
||||
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
||||
{
|
||||
IM_ASSERT(0);
|
||||
return;
|
||||
}
|
||||
|
||||
LoadFontsTexture();
|
||||
}
|
||||
|
||||
INT64 ticks_per_second = 0;
|
||||
INT64 last_time = 0;
|
||||
|
||||
void UpdateImGui()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
|
||||
last_time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse position, buttons, wheel from the window message callback)
|
||||
BYTE keystate[256];
|
||||
GetKeyboardState(keystate);
|
||||
for (int i = 0; i < 256; i++)
|
||||
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
|
||||
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
|
||||
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
|
||||
// io.MousePos : filled by WM_MOUSEMOVE event
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||
{
|
||||
// Register the window class
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
|
||||
RegisterClassEx(&wc);
|
||||
|
||||
// Create the application's window
|
||||
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
|
||||
return 1;
|
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
|
||||
return 1;
|
||||
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (InitDeviceD3D(hWnd) < 0)
|
||||
LPDIRECT3D9 pD3D;
|
||||
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
||||
{
|
||||
CleanupDevice();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||
g_d3dpp.Windowed = TRUE;
|
||||
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
|
||||
|
||||
// Create the D3DDevice
|
||||
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||
{
|
||||
pD3D->Release();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hWnd);
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//ImFont* my_font0 = io.Fonts->AddFontDefault();
|
||||
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
|
||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
InitImGui();
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_col = ImColor(114, 144, 154);
|
||||
|
||||
// Enter the message loop
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
@ -323,34 +99,25 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||
DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
UpdateImGui();
|
||||
ImGui_ImplDX9_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"
|
||||
{
|
||||
static float f;
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_col);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
|
||||
// Calculate and show frame rate
|
||||
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);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Text("Hello");
|
||||
ImGui::End();
|
||||
}
|
||||
@ -358,7 +125,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||
if (show_test_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
}
|
||||
|
||||
@ -376,8 +143,10 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
|
||||
}
|
||||
|
||||
ImGui::Shutdown();
|
||||
|
||||
ImGui_ImplDX9_Shutdown();
|
||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||
if (pD3D) pD3D->Release();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -12,25 +12,43 @@ EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
Debug|x64 = Debug|x64
|
||||
Release|Win32 = Release|Win32
|
||||
Release|x64 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.Build.0 = Debug|x64
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
|
||||
{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}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
1344
examples/libs/gl3w/GL/gl3w.c
Normal file
1344
examples/libs/gl3w/GL/gl3w.c
Normal file
File diff suppressed because it is too large
Load Diff
1234
examples/libs/gl3w/GL/gl3w.h
Normal file
1234
examples/libs/gl3w/GL/gl3w.h
Normal file
File diff suppressed because it is too large
Load Diff
4533
examples/libs/gl3w/GL/glcorearb.h
Normal file
4533
examples/libs/gl3w/GL/glcorearb.h
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
356
examples/libs/glfw/include/GLFW/glfw3native.h
Normal file
356
examples/libs/glfw/include/GLFW/glfw3native.h
Normal file
@ -0,0 +1,356 @@
|
||||
/*************************************************************************
|
||||
* GLFW 3.1 - www.glfw.org
|
||||
* A library for OpenGL, window and input
|
||||
*------------------------------------------------------------------------
|
||||
* Copyright (c) 2002-2006 Marcus Geelnard
|
||||
* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would
|
||||
* be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not
|
||||
* be misrepresented as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source
|
||||
* distribution.
|
||||
*
|
||||
*************************************************************************/
|
||||
|
||||
#ifndef _glfw3_native_h_
|
||||
#define _glfw3_native_h_
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Doxygen documentation
|
||||
*************************************************************************/
|
||||
|
||||
/*! @defgroup native Native access
|
||||
*
|
||||
* **By using the native access functions you assert that you know what you're
|
||||
* doing and how to fix problems caused by using them. If you don't, you
|
||||
* shouldn't be using them.**
|
||||
*
|
||||
* Before the inclusion of @ref glfw3native.h, you must define exactly one
|
||||
* window system API macro and exactly one context creation API macro. Failure
|
||||
* to do this will cause a compile-time error.
|
||||
*
|
||||
* The available window API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WIN32`
|
||||
* * `GLFW_EXPOSE_NATIVE_COCOA`
|
||||
* * `GLFW_EXPOSE_NATIVE_X11`
|
||||
*
|
||||
* The available context API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_NSGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_GLX`
|
||||
* * `GLFW_EXPOSE_NATIVE_EGL`
|
||||
*
|
||||
* These macros select which of the native access functions that are declared
|
||||
* and which platform-specific headers to include. It is then up your (by
|
||||
* definition platform-specific) code to handle which of these should be
|
||||
* defined.
|
||||
*/
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* System headers and types
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
|
||||
// example to allow applications to correctly declare a GL_ARB_debug_output
|
||||
// callback) but windows.h assumes no one will define APIENTRY before it does
|
||||
#undef APIENTRY
|
||||
#include <windows.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
#include <ApplicationServices/ApplicationServices.h>
|
||||
#if defined(__OBJC__)
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#else
|
||||
typedef void* id;
|
||||
#endif
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
#include <X11/Xlib.h>
|
||||
#include <X11/extensions/Xrandr.h>
|
||||
#else
|
||||
#error "No window API selected"
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/* WGL is declared by windows.h */
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/* NSGL is declared by Cocoa.h */
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
#include <GL/glx.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
#include <EGL/egl.h>
|
||||
#else
|
||||
#error "No context API selected"
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Functions
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
/*! @brief Returns the adapter device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
|
||||
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
|
||||
* occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the display device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded display device name (for example
|
||||
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `HWND` of the specified window.
|
||||
*
|
||||
* @return The `HWND` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/*! @brief Returns the `HGLRC` of the specified window.
|
||||
*
|
||||
* @return The `HGLRC` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
|
||||
*
|
||||
* @return The `CGDirectDisplayID` of the specified monitor, or
|
||||
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `NSWindow` of the specified window.
|
||||
*
|
||||
* @return The `NSWindow` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/*! @brief Returns the `NSOpenGLContext` of the specified window.
|
||||
*
|
||||
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
/*! @brief Returns the `Display` used by GLFW.
|
||||
*
|
||||
* @return The `Display` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Display* glfwGetX11Display(void);
|
||||
|
||||
/*! @brief Returns the `RRCrtc` of the specified monitor.
|
||||
*
|
||||
* @return The `RRCrtc` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `RROutput` of the specified monitor.
|
||||
*
|
||||
* @return The `RROutput` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `Window` of the specified window.
|
||||
*
|
||||
* @return The `Window` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
/*! @brief Returns the `GLXContext` of the specified window.
|
||||
*
|
||||
* @return The `GLXContext` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
/*! @brief Returns the `EGLDisplay` used by GLFW.
|
||||
*
|
||||
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
|
||||
|
||||
/*! @brief Returns the `EGLContext` of the specified window.
|
||||
*
|
||||
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `EGLSurface` of the specified window.
|
||||
*
|
||||
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* _glfw3_native_h_ */
|
||||
|
BIN
examples/libs/glfw/lib-vc2010-32/glfw3.lib
Normal file
BIN
examples/libs/glfw/lib-vc2010-32/glfw3.lib
Normal file
Binary file not shown.
BIN
examples/libs/glfw/lib-vc2010-64/glfw3.lib
Normal file
BIN
examples/libs/glfw/lib-vc2010-64/glfw3.lib
Normal file
Binary file not shown.
@ -1,41 +1,41 @@
|
||||
#
|
||||
# Cross Platform Make file
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# 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
|
||||
# You'll need glfw
|
||||
# http://www.glfw.org
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
|
||||
OBJS = main.o
|
||||
OBJS = main.o imgui_impl_glfw_gl3.o
|
||||
OBJS += ../../imgui.o
|
||||
OBJS += ../libs/gl3w/GL/gl3w.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`
|
||||
|
||||
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall
|
||||
LIBS = `pkg-config --static --libs glfw3` -lGLEW
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(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
|
||||
LIBS += -L/usr/local/lib
|
||||
LIBS += -lglfw3
|
||||
|
||||
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
|
||||
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
|
||||
CXXFLAGS += -Wall
|
||||
# CXXFLAGS += -D__APPLE__
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
.cpp.o:
|
||||
|
366
examples/opengl3_example/imgui_impl_glfw_gl3.cpp
Normal file
366
examples/opengl3_example/imgui_impl_glfw_gl3.cpp
Normal file
@ -0,0 +1,366 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_glfw_gl3.h"
|
||||
|
||||
// GL3W/GLFW
|
||||
#include <GL/gl3w.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _MSC_VER
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#define GLFW_EXPOSE_NATIVE_WGL
|
||||
#include <GLFW/glfw3native.h>
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseWheel = 0.0f;
|
||||
static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static size_t g_VboSize = 0;
|
||||
static unsigned int g_VboHandle = 0, g_VaoHandle = 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)
|
||||
static void ImGui_ImplGlfwGL3_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
|
||||
GLint last_program, last_texture;
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
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);
|
||||
|
||||
// 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(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
// Grow our buffer according to what we need
|
||||
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, g_VboHandle);
|
||||
size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
|
||||
if (g_VboSize < needed_vtx_size)
|
||||
{
|
||||
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
|
||||
glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
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(g_VaoHandle);
|
||||
|
||||
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++)
|
||||
{
|
||||
if (pcmd->user_callback)
|
||||
{
|
||||
pcmd->user_callback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
|
||||
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;
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(last_program);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
|
||||
{
|
||||
return glfwGetClipboardString(g_Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
|
||||
{
|
||||
glfwSetClipboardString(g_Window, text);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
|
||||
{
|
||||
if (action == GLFW_PRESS && button >= 0 && button < 3)
|
||||
g_MousePressed[button] = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
|
||||
{
|
||||
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (action == GLFW_PRESS)
|
||||
io.KeysDown[key] = true;
|
||||
if (action == GLFW_RELEASE)
|
||||
io.KeysDown[key] = false;
|
||||
|
||||
(void)mods; // Modifiers are not reliable across systems
|
||||
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
{
|
||||
const GLchar *vertex_shader =
|
||||
"#version 330\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * 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_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
|
||||
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
|
||||
glCompileShader(g_VertHandle);
|
||||
glCompileShader(g_FragHandle);
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
|
||||
glGenVertexArrays(1, &g_VaoHandle);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
||||
#undef OFFSETOF
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
ImGui_ImplGlfwGL3_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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 = ImGui_ImplGlfwGL3_RenderDrawLists;
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
|
||||
#ifdef _MSC_VER
|
||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
if (install_callbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
|
||||
glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
|
||||
glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
|
||||
glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_Shutdown()
|
||||
{
|
||||
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
|
||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||
g_VaoHandle = 0;
|
||||
g_VboHandle = 0;
|
||||
|
||||
glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||
glDeleteShader(g_VertHandle);
|
||||
g_VertHandle = 0;
|
||||
|
||||
glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||
glDeleteShader(g_FragHandle);
|
||||
g_FragHandle = 0;
|
||||
|
||||
glDeleteProgram(g_ShaderHandle);
|
||||
g_ShaderHandle = 0;
|
||||
|
||||
if (g_FontTexture)
|
||||
{
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
ImGui::Shutdown();
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplGlfwGL3_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
// (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);
|
||||
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
|
||||
mouse_y *= (float)display_h / h;
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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.
|
||||
g_MousePressed[i] = false;
|
||||
}
|
||||
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
20
examples/opengl3_example/imgui_impl_glfw_gl3.h
Normal file
20
examples/opengl3_example/imgui_impl_glfw_gl3.h
Normal file
@ -0,0 +1,20 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct GLFWwindow;
|
||||
|
||||
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
|
||||
void ImGui_ImplGlfwGL3_Shutdown();
|
||||
void ImGui_ImplGlfwGL3_NewFrame();
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
|
||||
bool ImGui_ImplGlfwGL3_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.
|
||||
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
|
@ -1,368 +1,70 @@
|
||||
// ImGui - standalone example application for OpenGL 3, using programmable pipeline
|
||||
// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
#endif
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
|
||||
#endif
|
||||
|
||||
#include "../../imgui.h"
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_glfw_gl3.h"
|
||||
#include <stdio.h>
|
||||
|
||||
// Glfw/Glew
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
#include <GL/gl3w.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
|
||||
static GLFWwindow* window;
|
||||
static bool mousePressed[2] = { false, false };
|
||||
|
||||
// Shader variables
|
||||
static int shader_handle, vert_handle, frag_handle;
|
||||
static int texture_location, proj_mtx_location;
|
||||
static int position_location, uv_location, colour_location;
|
||||
static size_t vbo_max_size = 20000;
|
||||
static unsigned int vbo_handle, vao_handle;
|
||||
|
||||
// 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)
|
||||
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
static void error_callback(int error, const char* description)
|
||||
{
|
||||
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);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// 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(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
// Grow our buffer according to what we need
|
||||
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 + 5000; // Grow buffer
|
||||
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
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++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
|
||||
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;
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
fprintf(stderr, "Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static const char* ImImpl_GetClipboardTextFn()
|
||||
int main(int, char**)
|
||||
{
|
||||
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_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 += (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)
|
||||
{
|
||||
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 < 0x10000)
|
||||
ImGui::GetIO().AddInputCharacter((unsigned short)c);
|
||||
}
|
||||
|
||||
void InitGL()
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
// Setup window
|
||||
glfwSetErrorCallback(error_callback);
|
||||
if (!glfwInit())
|
||||
exit(1);
|
||||
|
||||
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 OpenGL3 example", NULL, NULL);
|
||||
#if __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetKeyCallback(window, glfw_key_callback);
|
||||
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
|
||||
glfwSetScrollCallback(window, glfw_scroll_callback);
|
||||
glfwSetCharCallback(window, glfw_char_callback);
|
||||
gl3wInit();
|
||||
|
||||
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 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * 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_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * 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");
|
||||
proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
|
||||
position_location = glGetAttribLocation(shader_handle, "Position");
|
||||
uv_location = glGetAttribLocation(shader_handle, "UV");
|
||||
colour_location = glGetAttribLocation(shader_handle, "Color");
|
||||
|
||||
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 LoadFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
//ImFont* my_font1 = io.Fonts->AddFontDefault();
|
||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
|
||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
|
||||
GLuint tex_id;
|
||||
glGenTextures(1, &tex_id);
|
||||
glBindTexture(GL_TEXTURE_2D, tex_id);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)tex_id;
|
||||
}
|
||||
|
||||
void InitImGui()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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.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;
|
||||
|
||||
LoadFontsTexture();
|
||||
}
|
||||
|
||||
void UpdateImGui()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup resolution (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(window, &w, &h);
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
|
||||
|
||||
// Setup time step
|
||||
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);
|
||||
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
|
||||
mouse_y *= (float)display_h / h;
|
||||
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] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
// Application code
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
InitGL();
|
||||
InitImGui();
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplGlfwGL3_Init(window, true);
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//ImFont* my_font0 = io.Fonts->AddFontDefault();
|
||||
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
|
||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_col = ImColor(114, 144, 154);
|
||||
ImVec4 clear_color = ImColor(114, 144, 154);
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseWheel = 0;
|
||||
mousePressed[0] = mousePressed[1] = false;
|
||||
glfwPollEvents();
|
||||
UpdateImGui();
|
||||
ImGui_ImplGlfwGL3_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"
|
||||
{
|
||||
static float f;
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_col);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
|
||||
// Calculate and show frame rate
|
||||
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);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Text("Hello");
|
||||
ImGui::End();
|
||||
}
|
||||
@ -370,28 +72,20 @@ int main(int argc, char** argv)
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||
if (show_test_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
}
|
||||
|
||||
|
||||
// Rendering
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui::Render();
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
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();
|
||||
ImGui_ImplGlfwGL3_Shutdown();
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
|
@ -5,10 +5,18 @@
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
|
||||
@ -20,60 +28,137 @@
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>NotSet</SubSystem>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>NotSet</SubSystem>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
|
||||
<ClCompile Include="imgui_impl_glfw_gl3.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
|
||||
<ClInclude Include="imgui_impl_glfw_gl3.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
@ -8,6 +8,9 @@
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="gl3w">
|
||||
<UniqueIdentifier>{42f99867-3108-43b8-99d0-fabefaf1f2e3}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
@ -16,6 +19,12 @@
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="imgui_impl_glfw_gl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
@ -24,5 +33,14 @@
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="imgui_impl_glfw_gl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -1,19 +1,16 @@
|
||||
#
|
||||
# Cross Platform Make file
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# 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
|
||||
# You'll need glfw
|
||||
# http://www.glfw.org
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
|
||||
OBJS = main.o
|
||||
OBJS = main.o imgui_impl_glfw.o
|
||||
OBJS += ../../imgui.o
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
@ -21,21 +18,23 @@ UNAME_S := $(shell uname -s)
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall
|
||||
LIBS = `pkg-config --static --libs glfw3` -lGLEW
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(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
|
||||
LIBS += -L/usr/local/lib
|
||||
LIBS += -lglfw3
|
||||
|
||||
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
|
||||
CXXFLAGS = -I../../ -I/usr/local/include
|
||||
CXXFLAGS += -Wall
|
||||
# CXXFLAGS += -D__APPLE__
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
.cpp.o:
|
||||
|
Binary file not shown.
@ -1,73 +0,0 @@
|
||||
The OpenGL Extension Wrangler Library
|
||||
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
|
||||
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
|
||||
Copyright (C) 2002, Lev Povalahev
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
* The name of the author may be used to endorse or promote products
|
||||
derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
|
||||
THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
Mesa 3-D graphics library
|
||||
Version: 7.0
|
||||
|
||||
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and associated documentation files (the "Software"),
|
||||
to deal in the Software without restriction, including without limitation
|
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
and/or sell copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included
|
||||
in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
||||
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
|
||||
Copyright (c) 2007 The Khronos Group Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and/or associated documentation files (the
|
||||
"Materials"), to deal in the Materials without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Materials, and to
|
||||
permit persons to whom the Materials are furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included
|
||||
in all copies or substantial portions of the Materials.
|
||||
|
||||
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
@ -1,18 +0,0 @@
|
||||
See doc/index.html for more information.
|
||||
|
||||
If you downloaded the tarball from the GLEW website, you just need to:
|
||||
|
||||
Unix:
|
||||
|
||||
make
|
||||
|
||||
Windows:
|
||||
|
||||
use the project file in build/vc6/
|
||||
|
||||
If you wish to build GLEW from scratch (update the extension data from
|
||||
the net or add your own extension information), you need a Unix
|
||||
environment (including wget, perl, and GNU make). The extension data
|
||||
is regenerated from the top level source directory with:
|
||||
|
||||
make extensions
|
@ -1,12 +0,0 @@
|
||||
Major:
|
||||
- add support for windows mini-client drivers
|
||||
- add windows installer (msi)
|
||||
- separate build of static and shared object files (for mingw and
|
||||
cygwin)
|
||||
- start designing GLEW 2.0
|
||||
|
||||
Minor:
|
||||
- make auto scripts work with text mode cygwin mounts
|
||||
- add support for all SUN, MTX, and OML extensions
|
||||
- make auto/Makefile more robust against auto/core/*~ mistakes
|
||||
- web poll on separating glew, glxew and wglew
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Binary file not shown.
@ -1,180 +0,0 @@
|
||||
/*************************************************************************
|
||||
* GLFW 3.0 - www.glfw.org
|
||||
* A library for OpenGL, window and input
|
||||
*------------------------------------------------------------------------
|
||||
* Copyright (c) 2002-2006 Marcus Geelnard
|
||||
* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would
|
||||
* be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not
|
||||
* be misrepresented as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source
|
||||
* distribution.
|
||||
*
|
||||
*************************************************************************/
|
||||
|
||||
#ifndef _glfw3_native_h_
|
||||
#define _glfw3_native_h_
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Doxygen documentation
|
||||
*************************************************************************/
|
||||
|
||||
/*! @defgroup native Native access
|
||||
*
|
||||
* **By using the native API, you assert that you know what you're doing and
|
||||
* how to fix problems caused by using it. If you don't, you shouldn't be
|
||||
* using it.**
|
||||
*
|
||||
* Before the inclusion of @ref glfw3native.h, you must define exactly one
|
||||
* window API macro and exactly one context API macro. Failure to do this
|
||||
* will cause a compile-time error.
|
||||
*
|
||||
* The available window API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WIN32`
|
||||
* * `GLFW_EXPOSE_NATIVE_COCOA`
|
||||
* * `GLFW_EXPOSE_NATIVE_X11`
|
||||
*
|
||||
* The available context API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_NSGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_GLX`
|
||||
* * `GLFW_EXPOSE_NATIVE_EGL`
|
||||
*
|
||||
* These macros select which of the native access functions that are declared
|
||||
* and which platform-specific headers to include. It is then up your (by
|
||||
* definition platform-specific) code to handle which of these should be
|
||||
* defined.
|
||||
*/
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* System headers and types
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
#include <windows.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
#if defined(__OBJC__)
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#else
|
||||
typedef void* id;
|
||||
#endif
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
#include <X11/Xlib.h>
|
||||
#else
|
||||
#error "No window API specified"
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/* WGL is declared by windows.h */
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/* NSGL is declared by Cocoa.h */
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
#include <GL/glx.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
#include <EGL/egl.h>
|
||||
#else
|
||||
#error "No context API specified"
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Functions
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
/*! @brief Returns the `HWND` of the specified window.
|
||||
* @return The `HWND` of the specified window.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/*! @brief Returns the `HGLRC` of the specified window.
|
||||
* @return The `HGLRC` of the specified window.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
/*! @brief Returns the `NSWindow` of the specified window.
|
||||
* @return The `NSWindow` of the specified window.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/*! @brief Returns the `NSOpenGLContext` of the specified window.
|
||||
* @return The `NSOpenGLContext` of the specified window.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
/*! @brief Returns the `Display` used by GLFW.
|
||||
* @return The `Display` used by GLFW.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Display* glfwGetX11Display(void);
|
||||
/*! @brief Returns the `Window` of the specified window.
|
||||
* @return The `Window` of the specified window.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
/*! @brief Returns the `GLXContext` of the specified window.
|
||||
* @return The `GLXContext` of the specified window.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
/*! @brief Returns the `EGLDisplay` used by GLFW.
|
||||
* @return The `EGLDisplay` used by GLFW.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
|
||||
/*! @brief Returns the `EGLContext` of the specified window.
|
||||
* @return The `EGLContext` of the specified window.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
|
||||
/*! @brief Returns the `EGLSurface` of the specified window.
|
||||
* @return The `EGLSurface` of the specified window.
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* _glfw3_native_h_ */
|
||||
|
Binary file not shown.
Binary file not shown.
271
examples/opengl_example/imgui_impl_glfw.cpp
Normal file
271
examples/opengl_example/imgui_impl_glfw.cpp
Normal file
@ -0,0 +1,271 @@
|
||||
// ImGui GLFW binding with OpenGL
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _MSC_VER
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#define GLFW_EXPOSE_NATIVE_WGL
|
||||
#include <GLFW/glfw3native.h>
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
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)
|
||||
static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
{
|
||||
if (cmd_lists_count == 0)
|
||||
return;
|
||||
|
||||
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
|
||||
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
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
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
const float width = ImGui::GetIO().DisplaySize.x;
|
||||
const float height = ImGui::GetIO().DisplaySize.y;
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
// Render command lists
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
|
||||
|
||||
int vtx_offset = 0;
|
||||
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
||||
if (pcmd->user_callback)
|
||||
{
|
||||
pcmd->user_callback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
|
||||
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;
|
||||
}
|
||||
}
|
||||
#undef OFFSETOF
|
||||
|
||||
// Restore modified state
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText()
|
||||
{
|
||||
return glfwGetClipboardString(g_Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetClipboardText(const char* text)
|
||||
{
|
||||
glfwSetClipboardString(g_Window, text);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (action == GLFW_PRESS)
|
||||
io.KeysDown[key] = true;
|
||||
if (action == GLFW_RELEASE)
|
||||
io.KeysDown[key] = false;
|
||||
|
||||
(void)mods; // Modifiers are not reliable across systems
|
||||
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_CreateDeviceObjects()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build texture
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
|
||||
|
||||
// Create texture
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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 = ImGui_ImplGlfw_RenderDrawLists;
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
#ifdef _MSC_VER
|
||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
if (install_callbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
|
||||
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
ImGui_ImplGlfw_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplGlfw_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
// (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);
|
||||
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
|
||||
mouse_y *= (float)display_h / h;
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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.
|
||||
g_MousePressed[i] = false;
|
||||
}
|
||||
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
20
examples/opengl_example/imgui_impl_glfw.h
Normal file
20
examples/opengl_example/imgui_impl_glfw.h
Normal file
@ -0,0 +1,20 @@
|
||||
// ImGui GLFW binding with OpenGL
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct GLFWwindow;
|
||||
|
||||
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
|
||||
void ImGui_ImplGlfw_Shutdown();
|
||||
void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
void ImGui_ImplGlfw_InvalidateDeviceObjects();
|
||||
bool ImGui_ImplGlfw_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.
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
@ -1,277 +1,61 @@
|
||||
// ImGui - standalone example application for OpenGL 2, using fixed pipeline
|
||||
// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
#endif
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
|
||||
#endif
|
||||
|
||||
#include "../../imgui.h"
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include <stdio.h>
|
||||
|
||||
// Glfw/Glew
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
|
||||
static GLFWwindow* window;
|
||||
static bool mousePressed[2] = { false, false };
|
||||
|
||||
// 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)
|
||||
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
static void error_callback(int error, const char* description)
|
||||
{
|
||||
if (cmd_lists_count == 0)
|
||||
return;
|
||||
|
||||
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
|
||||
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
const float width = ImGui::GetIO().DisplaySize.x;
|
||||
const float height = ImGui::GetIO().DisplaySize.y;
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
|
||||
|
||||
int vtx_offset = 0;
|
||||
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
fprintf(stderr, "Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
|
||||
static const char* ImImpl_GetClipboardTextFn()
|
||||
int main(int, char**)
|
||||
{
|
||||
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_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 += (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)
|
||||
{
|
||||
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 < 0x10000)
|
||||
ImGui::GetIO().AddInputCharacter((unsigned short)c);
|
||||
}
|
||||
|
||||
void InitGL()
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
// Setup window
|
||||
glfwSetErrorCallback(error_callback);
|
||||
if (!glfwInit())
|
||||
exit(1);
|
||||
|
||||
window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetKeyCallback(window, glfw_key_callback);
|
||||
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
|
||||
glfwSetScrollCallback(window, glfw_scroll_callback);
|
||||
glfwSetCharCallback(window, glfw_char_callback);
|
||||
|
||||
glewInit();
|
||||
}
|
||||
|
||||
void LoadFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
//ImFont* my_font1 = io.Fonts->AddFontDefault();
|
||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
|
||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
|
||||
|
||||
GLuint tex_id;
|
||||
glGenTextures(1, &tex_id);
|
||||
glBindTexture(GL_TEXTURE_2D, tex_id);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)tex_id;
|
||||
}
|
||||
|
||||
void InitImGui()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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 time step is variable)
|
||||
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;
|
||||
|
||||
LoadFontsTexture();
|
||||
}
|
||||
|
||||
void UpdateImGui()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup resolution (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(window, &w, &h);
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
|
||||
|
||||
// Setup time step
|
||||
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);
|
||||
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
|
||||
mouse_y *= (float)display_h / h;
|
||||
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] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
// Application code
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
InitGL();
|
||||
InitImGui();
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplGlfw_Init(window, true);
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//ImFont* my_font0 = io.Fonts->AddFontDefault();
|
||||
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
|
||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_col = ImColor(114, 144, 154);
|
||||
ImVec4 clear_color = ImColor(114, 144, 154);
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
mousePressed[0] = mousePressed[1] = false;
|
||||
glfwPollEvents();
|
||||
UpdateImGui();
|
||||
ImGui_ImplGlfw_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"
|
||||
{
|
||||
static float f;
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_col);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
|
||||
// Calculate and show frame rate
|
||||
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);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Text("Hello");
|
||||
ImGui::End();
|
||||
}
|
||||
@ -279,20 +63,20 @@ int main(int argc, char** argv)
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||
if (show_test_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
|
||||
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);
|
||||
ImGui::Render();
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui::Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
|
@ -5,10 +5,18 @@
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
|
||||
@ -20,60 +28,134 @@
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>NotSet</SubSystem>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>NotSet</SubSystem>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="imgui_impl_glfw.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
@ -16,6 +16,9 @@
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
@ -24,5 +27,8 @@
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="imgui_impl_glfw.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -1,8 +1,9 @@
|
||||
|
||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
|
||||
Those are only provided as a convenience, you can load your own .TTF files.
|
||||
|
||||
---------------------------------
|
||||
EXTRA FONTS FOR IMGUI
|
||||
INCLUDED FONTS
|
||||
---------------------------------
|
||||
|
||||
DroidSans.ttf
|
||||
|
330
extra_fonts/binary_to_compressed_c.cpp
Normal file
330
extra_fonts/binary_to_compressed_c.cpp
Normal file
@ -0,0 +1,330 @@
|
||||
// ImGui - binary_to_compressed_c.cpp
|
||||
// Helper tool to turn a file into a C array.
|
||||
// The data is first compressed with stb_compress() to reduce source code size a little.
|
||||
// Useful if you want to embed fonts into your code.
|
||||
// Note that the output array is likely to be bigger than the binary file..
|
||||
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
|
||||
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
#include <assert.h>
|
||||
|
||||
const int COLUMNS = 12;
|
||||
|
||||
// stb_compress* from stb.h - declaration
|
||||
typedef unsigned int stb_uint;
|
||||
typedef unsigned char stb_uchar;
|
||||
stb_uint stb_compress(stb_uchar *out,stb_uchar *in,stb_uint len);
|
||||
|
||||
static bool binary_to_compressed_c(const char* filename, const char* symbol);
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
if (argc < 3)
|
||||
{
|
||||
printf("Syntax: %s <inputfile> <symbolname>\n", argv[0]);
|
||||
return 0;
|
||||
}
|
||||
|
||||
binary_to_compressed_c(argv[1], argv[2]);
|
||||
return 1;
|
||||
}
|
||||
|
||||
bool binary_to_compressed_c(const char* filename, const char* symbol)
|
||||
{
|
||||
// Read file
|
||||
FILE* f = fopen(filename, "rb");
|
||||
if (!f) return false;
|
||||
int data_sz;
|
||||
if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }
|
||||
char* data = new char[data_sz+4];
|
||||
if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }
|
||||
memset((void *)(((char*)data) + data_sz), 0, 4);
|
||||
fclose(f);
|
||||
|
||||
// Compress
|
||||
int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
|
||||
char* compressed = new char[maxlen];
|
||||
int compressed_sz = stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz);
|
||||
memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
|
||||
|
||||
// Output
|
||||
FILE* out = stdout;
|
||||
fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
|
||||
fprintf(out, "// Exported using binary_to_compressed_c\n");
|
||||
fprintf(out, "static const unsigned int %s_compressed_size = %d;\n", symbol, (int)compressed_sz);
|
||||
fprintf(out, "static const unsigned int %s_compressed_data[%d/4] =\n{", symbol, (int)((compressed_sz+3)/4)*4);
|
||||
int column = 0;
|
||||
for (int i = 0; i < compressed_sz; i += 4)
|
||||
{
|
||||
unsigned int d = *(unsigned int*)(compressed + i);
|
||||
if ((column++ % COLUMNS) == 0)
|
||||
fprintf(out, "\n 0x%08x, ", d);
|
||||
else
|
||||
fprintf(out, "0x%08x, ", d);
|
||||
}
|
||||
fprintf(out, "\n};\n\n");
|
||||
|
||||
// Cleanup
|
||||
delete[] data;
|
||||
delete[] compressed;
|
||||
return true;
|
||||
}
|
||||
|
||||
// stb_compress* from stb.h - definition
|
||||
|
||||
//////////////////// compressor ///////////////////////
|
||||
|
||||
static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen)
|
||||
{
|
||||
const unsigned long ADLER_MOD = 65521;
|
||||
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
|
||||
unsigned long blocklen, i;
|
||||
|
||||
blocklen = buflen % 5552;
|
||||
while (buflen) {
|
||||
for (i=0; i + 7 < blocklen; i += 8) {
|
||||
s1 += buffer[0], s2 += s1;
|
||||
s1 += buffer[1], s2 += s1;
|
||||
s1 += buffer[2], s2 += s1;
|
||||
s1 += buffer[3], s2 += s1;
|
||||
s1 += buffer[4], s2 += s1;
|
||||
s1 += buffer[5], s2 += s1;
|
||||
s1 += buffer[6], s2 += s1;
|
||||
s1 += buffer[7], s2 += s1;
|
||||
|
||||
buffer += 8;
|
||||
}
|
||||
|
||||
for (; i < blocklen; ++i)
|
||||
s1 += *buffer++, s2 += s1;
|
||||
|
||||
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
|
||||
buflen -= blocklen;
|
||||
blocklen = 5552;
|
||||
}
|
||||
return (s2 << 16) + s1;
|
||||
}
|
||||
|
||||
static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen)
|
||||
{
|
||||
stb_uint i;
|
||||
for (i=0; i < maxlen; ++i)
|
||||
if (m1[i] != m2[i]) return i;
|
||||
return i;
|
||||
}
|
||||
|
||||
// simple implementation that just takes the source data in a big block
|
||||
|
||||
static stb_uchar *stb__out;
|
||||
static FILE *stb__outfile;
|
||||
static stb_uint stb__outbytes;
|
||||
|
||||
static void stb__write(unsigned char v)
|
||||
{
|
||||
fputc(v, stb__outfile);
|
||||
++stb__outbytes;
|
||||
}
|
||||
|
||||
#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
|
||||
|
||||
static void stb_out2(stb_uint v)
|
||||
{
|
||||
stb_out(v >> 8);
|
||||
stb_out(v);
|
||||
}
|
||||
|
||||
static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
|
||||
static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16);
|
||||
stb_out(v >> 8 ); stb_out(v); }
|
||||
|
||||
static void outliterals(stb_uchar *in, int numlit)
|
||||
{
|
||||
while (numlit > 65536) {
|
||||
outliterals(in,65536);
|
||||
in += 65536;
|
||||
numlit -= 65536;
|
||||
}
|
||||
|
||||
if (numlit == 0) ;
|
||||
else if (numlit <= 32) stb_out (0x000020 + numlit-1);
|
||||
else if (numlit <= 2048) stb_out2(0x000800 + numlit-1);
|
||||
else /* numlit <= 65536) */ stb_out3(0x070000 + numlit-1);
|
||||
|
||||
if (stb__out) {
|
||||
memcpy(stb__out,in,numlit);
|
||||
stb__out += numlit;
|
||||
} else
|
||||
fwrite(in, 1, numlit, stb__outfile);
|
||||
}
|
||||
|
||||
static int stb__window = 0x40000; // 256K
|
||||
|
||||
static int stb_not_crap(int best, int dist)
|
||||
{
|
||||
return ((best > 2 && dist <= 0x00100)
|
||||
|| (best > 5 && dist <= 0x04000)
|
||||
|| (best > 7 && dist <= 0x80000));
|
||||
}
|
||||
|
||||
static stb_uint stb__hashsize = 32768;
|
||||
|
||||
// note that you can play with the hashing functions all you
|
||||
// want without needing to change the decompressor
|
||||
#define stb__hc(q,h,c) (((h) << 7) + ((h) >> 25) + q[c])
|
||||
#define stb__hc2(q,h,c,d) (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d])
|
||||
#define stb__hc3(q,c,d,e) ((q[c] << 14) + (q[d] << 7) + q[e])
|
||||
|
||||
static unsigned int stb__running_adler;
|
||||
|
||||
static int stb_compress_chunk(stb_uchar *history,
|
||||
stb_uchar *start,
|
||||
stb_uchar *end,
|
||||
int length,
|
||||
int *pending_literals,
|
||||
stb_uchar **chash,
|
||||
stb_uint mask)
|
||||
{
|
||||
(void)history;
|
||||
int window = stb__window;
|
||||
stb_uint match_max;
|
||||
stb_uchar *lit_start = start - *pending_literals;
|
||||
stb_uchar *q = start;
|
||||
|
||||
#define STB__SCRAMBLE(h) (((h) + ((h) >> 16)) & mask)
|
||||
|
||||
// stop short of the end so we don't scan off the end doing
|
||||
// the hashing; this means we won't compress the last few bytes
|
||||
// unless they were part of something longer
|
||||
while (q < start+length && q+12 < end) {
|
||||
int m;
|
||||
stb_uint h1,h2,h3,h4, h;
|
||||
stb_uchar *t;
|
||||
int best = 2, dist=0;
|
||||
|
||||
if (q+65536 > end)
|
||||
match_max = end-q;
|
||||
else
|
||||
match_max = 65536;
|
||||
|
||||
#define stb__nc(b,d) ((d) <= window && ((b) > 9 || stb_not_crap(b,d)))
|
||||
|
||||
#define STB__TRY(t,p) /* avoid retrying a match we already tried */ \
|
||||
if (p ? dist != q-t : 1) \
|
||||
if ((m = stb_matchlen(t, q, match_max)) > best) \
|
||||
if (stb__nc(m,q-(t))) \
|
||||
best = m, dist = q - (t)
|
||||
|
||||
// rather than search for all matches, only try 4 candidate locations,
|
||||
// chosen based on 4 different hash functions of different lengths.
|
||||
// this strategy is inspired by LZO; hashing is unrolled here using the
|
||||
// 'hc' macro
|
||||
h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h);
|
||||
t = chash[h1]; if (t) STB__TRY(t,0);
|
||||
h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h);
|
||||
h = stb__hc2(q,h, 5, 6); t = chash[h2]; if (t) STB__TRY(t,1);
|
||||
h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h);
|
||||
h = stb__hc2(q,h, 9,10); t = chash[h3]; if (t) STB__TRY(t,1);
|
||||
h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h);
|
||||
t = chash[h4]; if (t) STB__TRY(t,1);
|
||||
|
||||
// because we use a shared hash table, can only update it
|
||||
// _after_ we've probed all of them
|
||||
chash[h1] = chash[h2] = chash[h3] = chash[h4] = q;
|
||||
|
||||
if (best > 2)
|
||||
assert(dist > 0);
|
||||
|
||||
// see if our best match qualifies
|
||||
if (best < 3) { // fast path literals
|
||||
++q;
|
||||
} else if (best > 2 && best <= 0x80 && dist <= 0x100) {
|
||||
outliterals(lit_start, q-lit_start); lit_start = (q += best);
|
||||
stb_out(0x80 + best-1);
|
||||
stb_out(dist-1);
|
||||
} else if (best > 5 && best <= 0x100 && dist <= 0x4000) {
|
||||
outliterals(lit_start, q-lit_start); lit_start = (q += best);
|
||||
stb_out2(0x4000 + dist-1);
|
||||
stb_out(best-1);
|
||||
} else if (best > 7 && best <= 0x100 && dist <= 0x80000) {
|
||||
outliterals(lit_start, q-lit_start); lit_start = (q += best);
|
||||
stb_out3(0x180000 + dist-1);
|
||||
stb_out(best-1);
|
||||
} else if (best > 8 && best <= 0x10000 && dist <= 0x80000) {
|
||||
outliterals(lit_start, q-lit_start); lit_start = (q += best);
|
||||
stb_out3(0x100000 + dist-1);
|
||||
stb_out2(best-1);
|
||||
} else if (best > 9 && dist <= 0x1000000) {
|
||||
if (best > 65536) best = 65536;
|
||||
outliterals(lit_start, q-lit_start); lit_start = (q += best);
|
||||
if (best <= 0x100) {
|
||||
stb_out(0x06);
|
||||
stb_out3(dist-1);
|
||||
stb_out(best-1);
|
||||
} else {
|
||||
stb_out(0x04);
|
||||
stb_out3(dist-1);
|
||||
stb_out2(best-1);
|
||||
}
|
||||
} else { // fallback literals if no match was a balanced tradeoff
|
||||
++q;
|
||||
}
|
||||
}
|
||||
|
||||
// if we didn't get all the way, add the rest to literals
|
||||
if (q-start < length)
|
||||
q = start+length;
|
||||
|
||||
// the literals are everything from lit_start to q
|
||||
*pending_literals = (q - lit_start);
|
||||
|
||||
stb__running_adler = stb_adler32(stb__running_adler, start, q - start);
|
||||
return q - start;
|
||||
}
|
||||
|
||||
static int stb_compress_inner(stb_uchar *input, stb_uint length)
|
||||
{
|
||||
int literals = 0;
|
||||
stb_uint len,i;
|
||||
|
||||
stb_uchar **chash;
|
||||
chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*));
|
||||
if (chash == NULL) return 0; // failure
|
||||
for (i=0; i < stb__hashsize; ++i)
|
||||
chash[i] = NULL;
|
||||
|
||||
// stream signature
|
||||
stb_out(0x57); stb_out(0xbc);
|
||||
stb_out2(0);
|
||||
|
||||
stb_out4(0); // 64-bit length requires 32-bit leading 0
|
||||
stb_out4(length);
|
||||
stb_out4(stb__window);
|
||||
|
||||
stb__running_adler = 1;
|
||||
|
||||
len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1);
|
||||
assert(len == length);
|
||||
|
||||
outliterals(input+length - literals, literals);
|
||||
|
||||
free(chash);
|
||||
|
||||
stb_out2(0x05fa); // end opcode
|
||||
|
||||
stb_out4(stb__running_adler);
|
||||
|
||||
return 1; // success
|
||||
}
|
||||
|
||||
stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length)
|
||||
{
|
||||
stb__out = out;
|
||||
stb__outfile = NULL;
|
||||
|
||||
stb_compress_inner(input, length);
|
||||
|
||||
return stb__out - out;
|
||||
}
|
22
imconfig.h
22
imconfig.h
@ -14,8 +14,9 @@
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
|
||||
//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_INL
|
||||
@ -23,7 +24,20 @@
|
||||
//---- Include imgui_user.h at the end of imgui.h
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
|
||||
//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
|
||||
//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
|
||||
|
||||
//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
|
||||
//#define IMGUI_DISABLE_TEST_WINDOWS
|
||||
|
||||
//---- Don't define obsolete functions names
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- Implement STB libraries in a namespace to avoid conflicts
|
||||
//#define IMGUI_STB_NAMESPACE ImStb
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
|
||||
@ -36,7 +50,7 @@
|
||||
|
||||
//---- Freely implement extra functions within the ImGui:: namespace.
|
||||
//---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
|
||||
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
|
||||
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
|
@ -1,7 +1,7 @@
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.02
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.05
|
||||
// [ImGui] we added stbtt_PackFontRangesGatherRects() and stbtt_PackFontRangesRenderIntoRects() and modified stbtt_PackBegin()
|
||||
|
||||
// stb_truetype.h - v1.02 - public domain
|
||||
// stb_truetype.h - v1.05 - public domain
|
||||
// authored from 2009-2014 by Sean Barrett / RAD Game Tools
|
||||
//
|
||||
// This library processes TrueType files:
|
||||
@ -37,12 +37,20 @@
|
||||
// Johan Duparc
|
||||
// Hou Qiming
|
||||
// Fabian "ryg" Giesen
|
||||
// Martins Mozeiko
|
||||
// Cap Petschulat
|
||||
// Omar Cornut
|
||||
// github:aloucks
|
||||
// Peter LaValle
|
||||
//
|
||||
// Misc other:
|
||||
// Ryan Gordon
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
|
||||
// 1.04 (2015-04-15) typo in example
|
||||
// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
|
||||
// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++
|
||||
// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match
|
||||
// non-oversampled; STBTT_POINT_SIZE for packed case only
|
||||
@ -86,6 +94,9 @@
|
||||
// before the #include of this file. This expands out the actual
|
||||
// implementation into that C/C++ file.
|
||||
//
|
||||
// To make the implementation private to the file that generates the implementation,
|
||||
// #define STBTT_STATIC
|
||||
//
|
||||
// Simple 3D API (don't ship this, but it's fine for tools and quick start)
|
||||
// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture
|
||||
// stbtt_GetBakedQuad() -- compute quad to draw for a given char
|
||||
@ -225,16 +236,16 @@
|
||||
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
|
||||
#include "stb_truetype.h"
|
||||
|
||||
char ttf_buffer[1<<20];
|
||||
unsigned char ttf_buffer[1<<20];
|
||||
unsigned char temp_bitmap[512*512];
|
||||
|
||||
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
|
||||
GLstbtt_uint ftex;
|
||||
GLuint ftex;
|
||||
|
||||
void my_stbtt_initfont(void)
|
||||
{
|
||||
fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
|
||||
stbtt_BakeFontBitmap(data,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
|
||||
stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
|
||||
// can free ttf_buffer at this point
|
||||
glGenTextures(1, &ftex);
|
||||
glBindTexture(GL_TEXTURE_2D, ftex);
|
||||
@ -246,6 +257,7 @@ void my_stbtt_initfont(void)
|
||||
void my_stbtt_print(float x, float y, char *text)
|
||||
{
|
||||
// assume orthographic projection with units = screen pixels, origin at top left
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, ftex);
|
||||
glBegin(GL_QUADS);
|
||||
while (*text) {
|
||||
@ -379,12 +391,6 @@ int main(int arg, char **argv)
|
||||
typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
|
||||
typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
|
||||
|
||||
#ifdef STBTT_STATIC
|
||||
#define STBTT_DEF static
|
||||
#else
|
||||
#define STBTT_DEF extern
|
||||
#endif
|
||||
|
||||
// #define your own STBTT_sort() to override this to avoid qsort
|
||||
#ifndef STBTT_sort
|
||||
#include <stdlib.h>
|
||||
@ -437,6 +443,12 @@ int main(int arg, char **argv)
|
||||
#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
|
||||
#define __STB_INCLUDE_STB_TRUETYPE_H__
|
||||
|
||||
#ifdef STBTT_STATIC
|
||||
#define STBTT_DEF static
|
||||
#else
|
||||
#define STBTT_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
@ -1059,7 +1071,6 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
|
||||
stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
|
||||
stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
|
||||
stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
|
||||
stbtt_uint16 item, offset, start, end;
|
||||
|
||||
// do a binary search of the segments
|
||||
stbtt_uint32 endCount = index_map + 14;
|
||||
@ -1076,8 +1087,8 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
|
||||
// now decrement to bias correctly to find smallest
|
||||
search -= 2;
|
||||
while (entrySelector) {
|
||||
stbtt_uint16 end;
|
||||
searchRange >>= 1;
|
||||
start = ttUSHORT(data + search + searchRange*2 + segcount*2 + 2);
|
||||
end = ttUSHORT(data + search + searchRange*2);
|
||||
if (unicode_codepoint > end)
|
||||
search += searchRange*2;
|
||||
@ -1085,19 +1096,21 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
|
||||
}
|
||||
search += 2;
|
||||
|
||||
item = (stbtt_uint16) ((search - endCount) >> 1);
|
||||
{
|
||||
stbtt_uint16 offset, start;
|
||||
stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
|
||||
|
||||
STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
|
||||
start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
|
||||
end = ttUSHORT(data + index_map + 14 + 2 + 2*item);
|
||||
if (unicode_codepoint < start)
|
||||
return 0;
|
||||
STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
|
||||
start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
|
||||
if (unicode_codepoint < start)
|
||||
return 0;
|
||||
|
||||
offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
|
||||
if (offset == 0)
|
||||
return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
|
||||
offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
|
||||
if (offset == 0)
|
||||
return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
|
||||
|
||||
return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
|
||||
return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
|
||||
}
|
||||
} else if (format == 12 || format == 13) {
|
||||
stbtt_uint32 ngroups = ttULONG(data+index_map+12);
|
||||
stbtt_int32 low,high;
|
||||
@ -2054,8 +2067,8 @@ STBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, int
|
||||
float d3d_bias = opengl_fillrule ? 0 : -0.5f;
|
||||
float ipw = 1.0f / pw, iph = 1.0f / ph;
|
||||
stbtt_bakedchar *b = chardata + char_index;
|
||||
int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5);
|
||||
int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5);
|
||||
int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);
|
||||
int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);
|
||||
|
||||
q->x0 = round_x + d3d_bias;
|
||||
q->y0 = round_y + d3d_bias;
|
||||
@ -2209,7 +2222,7 @@ static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_i
|
||||
for (j=0; j < h; ++j) {
|
||||
int i;
|
||||
unsigned int total;
|
||||
memset(buffer, 0, kernel_width);
|
||||
STBTT_memset(buffer, 0, kernel_width);
|
||||
|
||||
total = 0;
|
||||
|
||||
@ -2263,7 +2276,7 @@ static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_i
|
||||
for (j=0; j < w; ++j) {
|
||||
int i;
|
||||
unsigned int total;
|
||||
memset(buffer, 0, kernel_width);
|
||||
STBTT_memset(buffer, 0, kernel_width);
|
||||
|
||||
total = 0;
|
||||
|
||||
@ -2333,7 +2346,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fon
|
||||
for (j=0; j < ranges[i].num_chars_in_range; ++j) {
|
||||
int x0,y0,x1,y1;
|
||||
int glyph = stbtt_FindGlyphIndex(info,ranges[i].first_unicode_char_in_range + j);
|
||||
if (glyph) {
|
||||
if (glyph) {
|
||||
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
|
||||
scale * spc->h_oversample,
|
||||
scale * spc->v_oversample,
|
||||
@ -2341,10 +2354,10 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fon
|
||||
&x0,&y0,&x1,&y1);
|
||||
rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
|
||||
rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
|
||||
} else {
|
||||
} else {
|
||||
rects[k].w = rects[k].h = 1;
|
||||
}
|
||||
++k;
|
||||
++k;
|
||||
}
|
||||
}
|
||||
|
||||
@ -2453,6 +2466,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontd
|
||||
|
||||
return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
|
||||
|
||||
STBTT_free(rects, spc->user_allocator_context);
|
||||
return return_value;
|
||||
}
|
||||
|
||||
@ -2473,8 +2487,8 @@ STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, i
|
||||
stbtt_packedchar *b = chardata + char_index;
|
||||
|
||||
if (align_to_integer) {
|
||||
float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5);
|
||||
float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5);
|
||||
float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);
|
||||
float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);
|
||||
q->x0 = x;
|
||||
q->y0 = y;
|
||||
q->x1 = x + b->xoff2 - b->xoff;
|
||||
|
BIN
web/code_sample_01_jp.png
Normal file
BIN
web/code_sample_01_jp.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 14 KiB |
BIN
web/examples_03.png
Normal file
BIN
web/examples_03.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 23 KiB |
Binary file not shown.
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 10 KiB |
Binary file not shown.
Before Width: | Height: | Size: 7.8 KiB |
BIN
web/test_window_05_menus.png
Normal file
BIN
web/test_window_05_menus.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.2 KiB |
Reference in New Issue
Block a user