#define GLEW_STATIC #include #include #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" // for .png loading #include "../../imgui.h" #ifdef _MSC_VER #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #endif static GLFWwindow* window; static GLuint vbo; static GLuint vao; static GLuint vertexShader; static GLuint fragmentShader; static GLuint shaderProgram; static GLuint fontTex; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer) 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 all vertices into a single contiguous GL buffer glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindVertexArray(vao); glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW); unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); if (!buffer_data) return; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert); } glUnmapBuffer(GL_ARRAY_BUFFER); // Setup render state: alpha-blending enabled, no face culling, no depth testing glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); // Bind texture and enable our shader glBindTexture(GL_TEXTURE_2D, fontTex); glUseProgram(shaderProgram); const GLint uniMVP = glGetUniformLocation(shaderProgram, "MVP"); const GLint uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect"); // Setup orthographic projection matrix const float width = ImGui::GetIO().DisplaySize.x; const float height = ImGui::GetIO().DisplaySize.y; const float mvp[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 }, }; glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]); // Render command lists int vtx_offset = 0; for (int n = 0; n < cmd_lists_count; n++) { // Setup stack of clipping rectangles int clip_rect_buf_offset = 0; ImVector clip_rect_stack; clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999)); // Render command list const ImDrawList* cmd_list = cmd_lists[n]; const ImDrawCmd* pcmd_end = cmd_list->commands.end(); for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) { switch (pcmd->cmd_type) { case ImDrawCmdType_DrawTriangleList: glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back()); glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); vtx_offset += pcmd->vtx_count; break; case ImDrawCmdType_PushClipRect: clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]); break; case ImDrawCmdType_PopClipRect: clip_rect_stack.pop_back(); break; } } } // Cleanup GL state glBindTexture(GL_TEXTURE_2D, 0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glUseProgram(0); } static const char* ImImpl_GetClipboardTextFn() { return glfwGetClipboardString(window); } static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end) { if (!text_end) text_end = text + strlen(text); // Add a zero-terminator because glfw function doesn't take a size char* buf = (char*)malloc(text_end - text + 1); memcpy(buf, text, text_end-text); buf[text_end-text] = '\0'; glfwSetClipboardString(window, buf); free(buf); } // Shader sources const GLchar* vertexSource = "#version 150 core\n" "uniform mat4 MVP;" "in vec2 i_pos;" "in vec2 i_uv;" "in vec4 i_col;" "out vec4 col;" "out vec2 pixel_pos;" "out vec2 uv;" "void main() {" " col = i_col;" " pixel_pos = i_pos;" " uv = i_uv;" " gl_Position = MVP * vec4(i_pos.x, i_pos.y, 0.0f, 1.0f);" "}"; const GLchar* fragmentSource = "#version 150 core\n" "uniform sampler2D Tex;" "uniform vec4 ClipRect;" "in vec4 col;" "in vec2 pixel_pos;" "in vec2 uv;" "out vec4 o_col;" "void main() {" " o_col = texture(Tex, uv) * col;" //" if (pixel_pos.x < ClipRect.x || pixel_pos.y < ClipRect.y || pixel_pos.x > ClipRect.z || pixel_pos.y > ClipRect.w) discard;" // Clipping: using discard //" if (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w) < 1.0f) discard;" // Clipping: using discard and step " o_col.w *= (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w));" // Clipping: branch-less, set alpha 0.0f "}"; // GLFW callbacks to get events static void glfw_error_callback(int error, const char* description) { fputs(description, stderr); } static float mouse_wheel = 0.0f; static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { mouse_wheel = (float)yoffset; } static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { ImGuiIO& io = ImGui::GetIO(); if (action == GLFW_PRESS) io.KeysDown[key] = true; if (action == GLFW_RELEASE) io.KeysDown[key] = false; io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0; io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0; } static void glfw_char_callback(GLFWwindow* window, unsigned int c) { if (c > 0 && c <= 255) ImGui::GetIO().AddInputCharacter((char)c); } // OpenGL code based on http://open.gl tutorials void InitGL() { glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) exit(1); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_REFRESH_RATE, 60); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL); glfwMakeContextCurrent(window); glfwSetKeyCallback(window, glfw_key_callback); glfwSetScrollCallback(window, glfw_scroll_callback); glfwSetCharCallback(window, glfw_char_callback); glewExperimental = GL_TRUE; glewInit(); // After calling glewInit() our GL error state may be GL_INVALID_ENUM const GLenum err = glGetError(); (void)err; IM_ASSERT(err == GL_NO_ERROR || err == GL_INVALID_ENUM); } void InitImGui() { int w, h; glfwGetWindowSize(window, &w, &h); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions. io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable) io.PixelCenterOffset = 0.5f; // Align OpenGL texels io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. 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; // Setup graphics backend GLint status = GL_TRUE; GLenum err = GL_NO_ERROR; err = glGetError(); IM_ASSERT(err == GL_NO_ERROR); // Create and compile the vertex shader vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexSource, NULL); glCompileShader(vertexShader); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { char buffer[512]; glGetShaderInfoLog(vertexShader, 1024, NULL, buffer); printf("%s", buffer); IM_ASSERT(status == GL_TRUE); } // Create and compile the fragment shader fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentSource, NULL); glCompileShader(fragmentShader); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); IM_ASSERT(status == GL_TRUE); // Link the vertex and fragment shader into a shader program shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glBindFragDataLocation(shaderProgram, 0, "o_col"); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status); IM_ASSERT(status == GL_TRUE); // Create Vertex Buffer Objects & Vertex Array Objects glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos"); glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0); glEnableVertexAttribArray(posAttrib); GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv"); glEnableVertexAttribArray(uvAttrib); glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float))); GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col"); glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float))); glEnableVertexAttribArray(colAttrib); err = glGetError(); IM_ASSERT(err == GL_NO_ERROR); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); // Load font texture glGenTextures(1, &fontTex); glBindTexture(GL_TEXTURE_2D, fontTex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); int tex_x, tex_y, tex_comp; void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data); stbi_image_free(tex_data); } void Shutdown() { ImGui::Shutdown(); glDeleteProgram(shaderProgram); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); glfwTerminate(); } int main(int argc, char** argv) { InitGL(); InitImGui(); double time = glfwGetTime(); while (!glfwWindowShouldClose(window)) { ImGuiIO& io = ImGui::GetIO(); glfwPollEvents(); // 1) ImGui start frame, setup time delta & inputs const double current_time = glfwGetTime(); io.DeltaTime = (float)(current_time - time); time = current_time; double mouse_x, mouse_y; glfwGetCursorPos(window, &mouse_x, &mouse_y); io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0; io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1 mouse_wheel = 0.0f; ImGui::NewFrame(); // 2) ImGui usage static bool show_test_window = true; static bool show_another_window = false; static float f; ImGui::Text("Hello, world!"); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); show_test_window ^= ImGui::Button("Test Window"); show_another_window ^= ImGui::Button("Another Window"); // Calculate and show framerate static float ms_per_frame[120] = { 0 }; static int ms_per_frame_idx = 0; static float ms_per_frame_accum = 0.0f; ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; ms_per_frame[ms_per_frame_idx] = io.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); if (show_test_window) { // More example code in ShowTestWindow() ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::ShowTestWindow(&show_test_window); } if (show_another_window) { ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); ImGui::Text("Hello"); ImGui::End(); } // 3) Rendering glClearColor(0.8f, 0.6f, 0.6f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); glfwSwapBuffers(window); } Shutdown(); return 0; }