#define GLEW_STATIC #include #include #define STB_IMAGE_IMPLEMENTATION #include "../shared/stb_image.h" // for .png loading #include "../../imgui.h" #ifdef _MSC_VER #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #endif static GLFWwindow* window; static GLuint fontTex; static bool mousePressed[2] = { false, false }; static ImVec2 mousePosScale(1.0f, 1.0f); //Shader variables static int shader_handle, vert_handle, frag_handle; static int texture_location, ortho_location; static int position_location, uv_location, colour_location; //streaming vbo //we are going to use the same vertex buffer for all rendering of imgui //so we need to use a large enough buffer as default. //the buffer will be resized if needed in the rendering code, but it is not a "free" operation. static size_t vbo_max_size = 1000000; static unsigned int vbo_handle, vao_handle; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) { if (cmd_lists_count == 0) return; // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); // Setup texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fontTex); // Setup orthographic projection matrix const float width = ImGui::GetIO().DisplaySize.x; const float height = ImGui::GetIO().DisplaySize.y; const float ortho_projection[4][4] = { { 2.0f/width, 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/-height, 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { -1.0f, 1.0f, 0.0f, 1.0f }, }; glUseProgram(shader_handle); glUniform1i(texture_location, 0); glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]); // we will update the buffer in full, so we need to compute the total size of the buffer. size_t total_vtx_count = 0; for (int n = 0; n < cmd_lists_count; n++) total_vtx_count += cmd_lists[n]->vtx_buffer.size(); glBindBuffer(GL_ARRAY_BUFFER, vbo_handle); size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); if (neededBufferSize > vbo_max_size) { vbo_max_size = neededBufferSize; glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW); } unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); if (!buffer_data) return; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert); } glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(vao_handle); int cmd_offset = 0; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; int vtx_offset = cmd_offset; const ImDrawCmd* pcmd_end = cmd_list->commands.end(); for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) { glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); vtx_offset += pcmd->vtx_count; } cmd_offset = vtx_offset; } glBindVertexArray(0); glUseProgram(0); glDisable(GL_SCISSOR_TEST); glBindTexture(GL_TEXTURE_2D, 0); } static const char* ImImpl_GetClipboardTextFn() { return glfwGetClipboardString(window); } static void ImImpl_SetClipboardTextFn(const char* text) { glfwSetClipboardString(window, text); } // GLFW callbacks to get events static void glfw_error_callback(int error, const char* description) { fputs(description, stderr); } static void glfw_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); } // OpenGL code based on http://open.gl tutorials void InitGL() { glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) exit(1); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL); glfwMakeContextCurrent(window); glfwSetKeyCallback(window, glfw_key_callback); glfwSetScrollCallback(window, glfw_scroll_callback); glfwSetCharCallback(window, glfw_char_callback); glewExperimental = GL_TRUE; GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } const GLchar *vertex_shader = \ "#version 330\n" "uniform mat4 ortho;\n" "in vec2 Position;\n" "in vec2 UV;\n" "in vec4 Colour;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Colour;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Colour = Colour;\n" " gl_Position = ortho*vec4(Position.xy,0,1);\n" "}\n"; const GLchar* fragment_shader = \ "#version 330\n" "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Colour;\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n" "}\n"; shader_handle = glCreateProgram(); vert_handle = glCreateShader(GL_VERTEX_SHADER); frag_handle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(vert_handle, 1, &vertex_shader, 0); glShaderSource(frag_handle, 1, &fragment_shader, 0); glCompileShader(vert_handle); glCompileShader(frag_handle); glAttachShader(shader_handle, vert_handle); glAttachShader(shader_handle, frag_handle); glLinkProgram(shader_handle); texture_location = glGetUniformLocation(shader_handle, "Texture"); ortho_location = glGetUniformLocation(shader_handle, "ortho"); position_location = glGetAttribLocation(shader_handle, "Position"); uv_location = glGetAttribLocation(shader_handle, "UV"); colour_location = glGetAttribLocation(shader_handle, "Colour"); glGenBuffers(1, &vbo_handle); glBindBuffer(GL_ARRAY_BUFFER, vbo_handle); glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW); glGenVertexArrays(1, &vao_handle); glBindVertexArray(vao_handle); glBindBuffer(GL_ARRAY_BUFFER, vbo_handle); glEnableVertexAttribArray(position_location); glEnableVertexAttribArray(uv_location); glEnableVertexAttribArray(colour_location); glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, pos)); glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, uv)); glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col)); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } void InitImGui() { int w, h; glfwGetWindowSize(window, &w, &h); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions. io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable) io.PixelCenterOffset = 0.5f; // Align OpenGL texels io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; io.RenderDrawListsFn = ImImpl_RenderDrawLists; io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; // Load font texture glGenTextures(1, &fontTex); glBindTexture(GL_TEXTURE_2D, fontTex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); int tex_x, tex_y, tex_comp; void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data); stbi_image_free(tex_data); } void UpdateImGui() { ImGuiIO& io = ImGui::GetIO(); // Setup timestep static double time = 0.0f; const double current_time = glfwGetTime(); io.DeltaTime = (float)(current_time - time); time = current_time; // Setup inputs // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) double mouse_x, mouse_y; glfwGetCursorPos(window, &mouse_x, &mouse_y); io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0; // Start the frame ImGui::NewFrame(); } // Application code int main(int argc, char** argv) { InitGL(); InitImGui(); while (!glfwWindowShouldClose(window)) { ImGuiIO& io = ImGui::GetIO(); io.MouseWheel = 0; glfwPollEvents(); UpdateImGui(); // Create a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" static bool show_test_window = true; static bool show_another_window = false; static float f; ImGui::Text("Hello, world!"); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); show_test_window ^= ImGui::Button("Test Window"); show_another_window ^= ImGui::Button("Another Window"); // Calculate and show framerate static float ms_per_frame[120] = { 0 }; static int ms_per_frame_idx = 0; static float ms_per_frame_accum = 0.0f; ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f; ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; const float ms_per_frame_avg = ms_per_frame_accum / 120; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); // Show the ImGui test window // Most of user example code is in ImGui::ShowTestWindow() if (show_test_window) { ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::ShowTestWindow(&show_test_window); } // Show another simple window if (show_another_window) { ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); ImGui::Text("Hello"); ImGui::End(); } // Rendering glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glClearColor(0.8f, 0.6f, 0.6f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); glfwSwapBuffers(window); } if (vao_handle) glDeleteVertexArrays(1, &vao_handle); if (vbo_handle) glDeleteBuffers(1, &vbo_handle); glDetachShader(shader_handle, vert_handle); glDetachShader(shader_handle, frag_handle); glDeleteShader(vert_handle); glDeleteShader(frag_handle); glDeleteProgram(shader_handle); ImGui::Shutdown(); glfwTerminate(); return 0; }