mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +00:00
398 lines
13 KiB
C++
398 lines
13 KiB
C++
#define GLEW_STATIC
|
|
#include <GL/glew.h>
|
|
#include <GLFW/glfw3.h>
|
|
#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<ImVec4> 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, 0);
|
|
//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", nullptr, nullptr);
|
|
glfwMakeContextCurrent(window);
|
|
|
|
glfwSetKeyCallback(window, glfw_key_callback);
|
|
glfwSetScrollCallback(window, glfw_scroll_callback);
|
|
glfwSetCharCallback(window, glfw_char_callback);
|
|
|
|
glewExperimental = GL_TRUE;
|
|
glewInit();
|
|
|
|
GLenum err = GL_NO_ERROR;
|
|
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
|
|
}
|
|
|
|
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;
|
|
}
|