mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-23 12:27:01 +00:00
399 lines
15 KiB
C++
399 lines
15 KiB
C++
// ImGui - standalone example application for 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 <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 };
|
|
|
|
// 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)
|
|
{
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void InitGL()
|
|
{
|
|
glfwSetErrorCallback(glfw_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);
|
|
glfwMakeContextCurrent(window);
|
|
glfwSetKeyCallback(window, glfw_key_callback);
|
|
glfwSetMouseButtonCallback(window, glfw_mouse_button_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 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();
|
|
|
|
bool show_test_window = true;
|
|
bool show_another_window = false;
|
|
ImVec4 clear_col = ImColor(114, 144, 154);
|
|
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.MouseWheel = 0;
|
|
mousePressed[0] = mousePressed[1] = false;
|
|
glfwPollEvents();
|
|
UpdateImGui();
|
|
|
|
// 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;
|
|
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);
|
|
}
|
|
|
|
// 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::Text("Hello");
|
|
ImGui::End();
|
|
}
|
|
|
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
|
if (show_test_window)
|
|
{
|
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_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);
|
|
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();
|
|
glfwTerminate();
|
|
|
|
return 0;
|
|
}
|