mirror of
https://github.com/shadps4-emu/ext-imgui.git
synced 2024-12-04 09:13:16 +00:00
Merge pull request #93 from olivierchatry/master
Added OpenGL programmable-pipeline example.
This commit is contained in:
commit
e0dc8ac910
@ -7,6 +7,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
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||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
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||||
@ -25,6 +27,10 @@ Global
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
|
||||
{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}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
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||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
53
examples/opengl3_example/Makefile
Normal file
53
examples/opengl3_example/Makefile
Normal file
@ -0,0 +1,53 @@
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#
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# Cross Platform Make file
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#
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# Compatible with Ubuntu 14.04.1 and Mac OS X
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#
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#
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# if you using Mac OS X:
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# You should install glew via homebrew
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# brew install glew
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# Also you'll need glfw
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# http://www.glfw.org
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#
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CXX = g++
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OBJS = main.o
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OBJS += ../../imgui.o
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|
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UNAME_S := $(shell uname -s)
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|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
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ECHO_MESSAGE = "Linux"
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CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
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||||
LIBS = `pkg-config --static --libs glfw3` -lGLEW
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endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
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ECHO_MESSAGE = "Mac OS X"
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|
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LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
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LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
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LIBS += -lglew -lglfw3
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CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
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CXXFLAGS += -I../../
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|
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# CXXFLAGS += -D__APPLE__
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|
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endif
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|
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.cpp.o:
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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|
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all:imgui_example
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@echo Build complete for $(ECHO_MESSAGE)
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|
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imgui_example:$(OBJS)
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$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
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||||
|
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clean:
|
||||
rm $(OBJS)
|
||||
|
385
examples/opengl3_example/main.cpp
Normal file
385
examples/opengl3_example/main.cpp
Normal file
@ -0,0 +1,385 @@
|
||||
#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "../shared/stb_image.h" // for .png loading
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#include "../../imgui.h"
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#ifdef _MSC_VER
|
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
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#endif
|
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|
||||
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);
|
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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// Setup texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fontTex);
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|
||||
// Setup orthographic projection matrix
|
||||
const float width = ImGui::GetIO().DisplaySize.x;
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||||
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 },
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||||
{ -1.0f, 1.0f, 0.0f, 1.0f },
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||||
};
|
||||
glUseProgram(shader_handle);
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||||
glUniform1i(texture_location, 0);
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||||
glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
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||||
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||||
// we will update the buffer in full, so we need to compute the total size of the buffer.
|
||||
size_t total_vtx_count = 0;
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||||
for (int n = 0; n < cmd_lists_count; n++)
|
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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|
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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
|
||||
if (neededBufferSize > vbo_max_size)
|
||||
{
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||||
vbo_max_size = neededBufferSize;
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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];
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memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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||||
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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||||
}
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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||||
|
||||
glBindVertexArray(vao_handle);
|
||||
|
||||
int cmd_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
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||||
int vtx_offset = cmd_offset;
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
|
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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||||
{
|
||||
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));
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
|
||||
vtx_offset += pcmd->vtx_count;
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}
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cmd_offset = vtx_offset;
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||||
}
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||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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||||
static const char* ImImpl_GetClipboardTextFn()
|
||||
{
|
||||
return glfwGetClipboardString(window);
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||||
}
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||||
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||||
static void ImImpl_SetClipboardTextFn(const char* text)
|
||||
{
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glfwSetClipboardString(window, text);
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}
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||||
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||||
// GLFW callbacks to get events
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fputs(description, stderr);
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||||
}
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||||
|
||||
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
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if (action == GLFW_PRESS && button >= 0 && button < 2)
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mousePressed[button] = true;
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}
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||||
|
||||
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
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||||
|
||||
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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||||
{
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ImGuiIO& io = ImGui::GetIO();
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||||
if (action == GLFW_PRESS)
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io.KeysDown[key] = true;
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||||
if (action == GLFW_RELEASE)
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||||
io.KeysDown[key] = false;
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io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
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io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
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}
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||||
|
||||
static void glfw_char_callback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
if (c > 0 && c < 0x10000)
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ImGui::GetIO().AddInputCharacter((unsigned short)c);
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||||
}
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||||
|
||||
|
||||
// OpenGL code based on http://open.gl tutorials
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||||
void InitGL()
|
||||
{
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||||
glfwSetErrorCallback(glfw_error_callback);
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||||
|
||||
if (!glfwInit())
|
||||
exit(1);
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||||
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
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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;
|
||||
}
|
85
examples/opengl3_example/opengl3_example.vcxproj
Normal file
85
examples/opengl3_example/opengl3_example.vcxproj
Normal file
@ -0,0 +1,85 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
|
||||
<RootNamespace>opengl3_example</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" 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>
|
||||
<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.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup />
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>NotSet</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>NotSet</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\stb_textedit.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\LICENSE" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
36
examples/opengl3_example/opengl3_example.vcxproj.filters
Normal file
36
examples/opengl3_example/opengl3_example.vcxproj.filters
Normal file
@ -0,0 +1,36 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\stb_textedit.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\LICENSE">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Reference in New Issue
Block a user