mirror of
https://github.com/xemu-project/imgui.git
synced 2024-11-23 18:29:51 +00:00
fixed indentation mix, removed some unused code, updated different callback using the example_opengl code.
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a8d2bc69ed
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@ -10,6 +10,9 @@
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static GLFWwindow* window;
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static GLuint fontTex;
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static bool mousePressed[2] = { false, false };
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static ImVec2 mousePosScale(1.0f, 1.0f);
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//Shader variables
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static int shader_handle, vert_handle, frag_handle;
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@ -19,34 +22,10 @@ static int position_location, uv_location, colour_location;
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//we are going to use the same vertex buffer for all rendering of imgui
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//so we need to use a large enough buffer as default.
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//the buffer will be resized if needed in the rendering code, but it is not a "free" operation.
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static size_t vbo_max_size = 1000000;
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static size_t vbo_max_size = 1000000;
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static unsigned int vbo_handle, vao_handle;
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template<typename T>
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unsigned int stream(GLenum target, unsigned int vbo, unsigned int *vbo_cursor, unsigned int *vbo_size, T *start, int elementCount)
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{
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unsigned int bytes = sizeof(T) *elementCount;
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unsigned int aligned = bytes + bytes % 64; //align memory
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glBindBuffer(target, vbo);
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//If there's not enough space left, orphan the buffer object, create a new one and start writing
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if (vbo_cursor[0] + aligned > vbo_size[0])
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{
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assert(aligned < vbo_size[0]);
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glBufferData(target, vbo_size[0], NULL, GL_DYNAMIC_DRAW);
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vbo_cursor[0] = 0;
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}
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void* mapped = glMapBufferRange(target, vbo_cursor[0], aligned, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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memcpy(mapped, start, bytes);
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vbo_cursor[0] += aligned;
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glUnmapBuffer(target);
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return vbo_cursor[0] - aligned; //return the offset we use for glVertexAttribPointer call
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}
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
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@ -58,9 +37,9 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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@ -71,46 +50,46 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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// Setup orthographic projection matrix
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const float width = ImGui::GetIO().DisplaySize.x;
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const float height = ImGui::GetIO().DisplaySize.y;
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const float ortho_projection[4][4] =
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{
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{ 2.0f/width, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ -1.0f, 1.0f, 0.0f, 1.0f },
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};
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const float ortho_projection[4][4] =
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{
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{ 2.0f/width, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ -1.0f, 1.0f, 0.0f, 1.0f },
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};
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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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// we will update the buffer in full, so we need to compute the total size of the buffer.
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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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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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if (neededBufferSize > vbo_max_size)
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{
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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);
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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.
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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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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!buffer_data)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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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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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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if (neededBufferSize > vbo_max_size)
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{
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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);
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}
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glBindVertexArray(vao_handle);
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int cmd_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!buffer_data)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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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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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(vao_handle);
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int cmd_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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int vtx_offset = cmd_offset;
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@ -121,13 +100,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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vtx_offset += pcmd->vtx_count;
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}
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cmd_offset = vtx_offset;
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cmd_offset = vtx_offset;
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}
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glBindVertexArray(0);
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glUseProgram(0);
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glBindVertexArray(0);
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glUseProgram(0);
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glDisable(GL_SCISSOR_TEST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -147,10 +126,16 @@ static void glfw_error_callback(int error, const char* description)
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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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{
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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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{
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1.0f : -1.0f : 0.0f; // Mouse wheel: -1,0,+1
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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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@ -166,8 +151,8 @@ static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int act
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static void glfw_char_callback(GLFWwindow* window, unsigned int c)
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{
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if (c > 0 && c <= 255)
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ImGui::GetIO().AddInputCharacter((char)c);
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if (c > 0 && c < 0x10000)
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ImGui::GetIO().AddInputCharacter((unsigned short)c);
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}
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@ -182,7 +167,7 @@ void InitGL()
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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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);
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glfwMakeContextCurrent(window);
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@ -190,49 +175,42 @@ void InitGL()
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glfwSetScrollCallback(window, glfw_scroll_callback);
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glfwSetCharCallback(window, glfw_char_callback);
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glewExperimental = GL_TRUE;
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GLenum err = glewInit();
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if (GLEW_OK != err)
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{
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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}
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glewExperimental = GL_TRUE;
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const GLchar *vertex_shader = \
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"#version 330\n"
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"uniform mat4 ortho;\n"
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GLenum err = glewInit();
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if (GLEW_OK != err)
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{
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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}
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec4 Colour;\n"
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const GLchar *vertex_shader = \
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"#version 330\n"
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"uniform mat4 ortho;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec4 Colour;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Colour;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Colour = Colour;\n"
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" gl_Position = ortho*vec4(Position.xy,0,1);\n"
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"}\n";
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Colour;\n"
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const GLchar* fragment_shader = \
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"#version 330\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Colour;\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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"}\n";
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Colour = Colour;\n"
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"\n"
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" gl_Position = ortho*vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* fragment_shader = \
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"#version 330\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Colour;\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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"}\n";
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shader_handle = glCreateProgram();
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vert_handle = glCreateShader(GL_VERTEX_SHADER);
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shader_handle = glCreateProgram();
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vert_handle = glCreateShader(GL_VERTEX_SHADER);
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frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(vert_handle, 1, &vertex_shader, 0);
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glShaderSource(frag_handle, 1, &fragment_shader, 0);
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@ -252,19 +230,19 @@ void InitGL()
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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
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glGenVertexArrays(1, &vao_handle);
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glBindVertexArray(vao_handle);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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glGenVertexArrays(1, &vao_handle);
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glBindVertexArray(vao_handle);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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glEnableVertexAttribArray(position_location);
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glEnableVertexAttribArray(uv_location);
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glEnableVertexAttribArray(colour_location);
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glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, pos));
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glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, uv));
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glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col));
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, pos));
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glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, uv));
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glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*) offsetof(ImDrawVert, col));
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@ -392,7 +370,7 @@ int main(int argc, char** argv)
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ImGui::Render();
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glfwSwapBuffers(window);
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}
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if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
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if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
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if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
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glDetachShader(shader_handle, vert_handle);
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glDetachShader(shader_handle, frag_handle);
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