diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp new file mode 100644 index 000000000..8a05ed496 --- /dev/null +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -0,0 +1,344 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// https://github.com/ocornut/imgui + +#include +#include "imgui_impl_glfw_gl3.h" + +// GL3W/GLFW +#include +#include +#ifdef _MSC_VER +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#define GLFW_EXPOSE_NATIVE_WGL +#include +#endif + +static GLFWwindow* GWindow = NULL; +static bool GMousePressed[3] = { false, false, false }; +static float GMouseWheel = 0.0f; +static double GTime = 0.0f; +static bool GFontTextureLoaded = false; + +// Shader variables +static int g_shader_handle = 0, g_vert_handle = 0, g_frag_handle = 0; +static int g_texture_location = 0, g_proj_mtx_location = 0; +static int g_position_location = 0, g_uv_location = 0, g_colour_location = 0; +static size_t g_vbo_max_size = 20000; +static unsigned int g_vbo_handle = 0, g_vao_handle = 0; + +// 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 ImGui_ImplGlfwGL3_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(g_shader_handle); + glUniform1i(g_texture_location, 0); + glUniformMatrix4fv(g_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, g_vbo_handle); + size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); + if (neededBufferSize > g_vbo_max_size) + { + g_vbo_max_size = neededBufferSize + 5000; // Grow buffer + glBufferData(GL_ARRAY_BUFFER, g_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(g_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* ImGui_ImplGlfwGL3_GetClipboardText() +{ + return glfwGetClipboardString(GWindow); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text) +{ + glfwSetClipboardString(GWindow, text); +} + +void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + GMousePressed[button] = true; +} + +void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + GMouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. +} + +void ImGui_ImplGlfwGL3_KeyCallback(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; +} + +void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +void ImGui_ImplGlfwGL3_LoadFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + + 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; + + GFontTextureLoaded = true; +} + +static void InitGL() +{ + 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"; + + g_shader_handle = glCreateProgram(); + g_vert_handle = glCreateShader(GL_VERTEX_SHADER); + g_frag_handle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_vert_handle, 1, &vertex_shader, 0); + glShaderSource(g_frag_handle, 1, &fragment_shader, 0); + glCompileShader(g_vert_handle); + glCompileShader(g_frag_handle); + glAttachShader(g_shader_handle, g_vert_handle); + glAttachShader(g_shader_handle, g_frag_handle); + glLinkProgram(g_shader_handle); + + g_texture_location = glGetUniformLocation(g_shader_handle, "Texture"); + g_proj_mtx_location = glGetUniformLocation(g_shader_handle, "ProjMtx"); + g_position_location = glGetAttribLocation(g_shader_handle, "Position"); + g_uv_location = glGetAttribLocation(g_shader_handle, "UV"); + g_colour_location = glGetAttribLocation(g_shader_handle, "Color"); + + glGenBuffers(1, &g_vbo_handle); + glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle); + glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_DYNAMIC_DRAW); + + glGenVertexArrays(1, &g_vao_handle); + glBindVertexArray(g_vao_handle); + glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle); + glEnableVertexAttribArray(g_position_location); + glEnableVertexAttribArray(g_uv_location); + glEnableVertexAttribArray(g_colour_location); + +#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) + glVertexAttribPointer(g_position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); +#undef OFFSETOF + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); +} + +bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) +{ + InitGL(); + + GWindow = window; + + ImGuiIO& io = ImGui::GetIO(); + 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 = ImGui_ImplGlfwGL3_RenderDrawLists; + io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; +#ifdef _MSC_VER + io.ImeWindowHandle = glfwGetWin32Window(GWindow); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfwGL3_Shutdown() +{ + if (g_vao_handle) glDeleteVertexArrays(1, &g_vao_handle); + if (g_vbo_handle) glDeleteBuffers(1, &g_vbo_handle); + g_vao_handle = 0; + g_vbo_handle = 0; + + glDetachShader(g_shader_handle, g_vert_handle); + glDeleteShader(g_vert_handle); + g_vert_handle = 0; + + glDetachShader(g_shader_handle, g_frag_handle); + glDeleteShader(g_frag_handle); + g_frag_handle = 0; + + glDeleteProgram(g_shader_handle); + g_shader_handle = 0; + + GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID; + if (tex_id) + { + glDeleteTextures(1, &tex_id); + ImGui::GetIO().Fonts->TexID = 0; + } + ImGui::Shutdown(); +} + +void ImGui_ImplGlfwGL3_NewFrame() +{ + if (!GFontTextureLoaded) + ImGui_ImplGlfwGL3_LoadFontsTexture(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(GWindow, &w, &h); + glfwGetFramebufferSize(GWindow, &display_w, &display_h); + io.DisplaySize = ImVec2((float)display_w, (float)display_h); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f); + GTime = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + double mouse_x, mouse_y; + glfwGetCursorPos(GWindow, &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] = GMousePressed[0] || glfwGetMouseButton(GWindow, 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] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0; + io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0; + GMousePressed[0] = false; + GMousePressed[1] = false; + GMousePressed[2] = false; + + io.MouseWheel = GMouseWheel; + GMouseWheel = 0.0f; + + // Start the frame + ImGui::NewFrame(); +} diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.h b/examples/opengl3_example/imgui_impl_glfw_gl3.h new file mode 100644 index 000000000..bfa5f604c --- /dev/null +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.h @@ -0,0 +1,16 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks); +void ImGui_ImplGlfwGL3_Shutdown(); +void ImGui_ImplGlfwGL3_LoadFontsTexture(); +void ImGui_ImplGlfwGL3_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provide here if you want to chain callbacks +void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +void ImGui_ImplGlFwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index 88dbdda45..1665b1331 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -1,165 +1,19 @@ -// ImGui - standalone example application for OpenGL 3, using programmable pipeline +// ImGui - standalone example application for Glfw + 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 +#include "imgui_impl_glfw_GL3.h" #include - -// Gl3W / GLFW #include #include -#ifdef _MSC_VER -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif -static GLFWwindow* window; -static bool mousePressed[2] = { false, false }; - -#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) - -// 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) +static void error_callback(int error, const char* description) { - 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); + fprintf(stderr, "Error: %s\n", description); } -static const char* ImImpl_GetClipboardTextFn() +int main(int argc, char** argv) { - 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); + glfwSetErrorCallback(error_callback); if (!glfwInit()) exit(1); @@ -167,180 +21,28 @@ void InitGL() glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL); + GLFWwindow* 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); - gl3wInit(); - 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(); + //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", 18.0f, 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; -#ifdef _MSC_VER - io.ImeWindowHandle = glfwGetWin32Window(window); -#endif - - 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(); + ImGui_ImplGlfwGL3_Init(window, true); + ImGui_ImplGlfwGL3_LoadFontsTexture(); bool show_test_window = true; bool show_another_window = false; - ImVec4 clear_col = ImColor(114, 144, 154); + ImVec4 clear_color = ImColor(114, 144, 154); while (!glfwWindowShouldClose(window)) { ImGuiIO& io = ImGui::GetIO(); - io.MouseWheel = 0; - mousePressed[0] = mousePressed[1] = false; glfwPollEvents(); - UpdateImGui(); + ImGui_ImplGlfwGL3_NewFrame(); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" @@ -348,7 +50,7 @@ int main(int argc, char** argv) static float f; ImGui::Text("Hello, world!"); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_col); + ImGui::ColorEdit3("clear color", (float*)&clear_color); if (ImGui::Button("Test Window")) show_test_window ^= 1; if (ImGui::Button("Another Window")) show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); @@ -371,22 +73,14 @@ int main(int argc, char** argv) // 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); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.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(); + ImGui_ImplGlfwGL3_Shutdown(); glfwTerminate(); return 0; diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj index 01b4d947a..609435599 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj +++ b/examples/opengl3_example/opengl3_example.vcxproj @@ -39,10 +39,12 @@ $(ProjectDir)$(Configuration)\ $(ProjectDir)$(Configuration)\ + ../..;$(IncludePath) $(ProjectDir)$(Configuration)\ $(ProjectDir)$(Configuration)\ + ../..;$(IncludePath) @@ -80,11 +82,13 @@ + + diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters index cb06331d3..76f7fa3f4 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj.filters +++ b/examples/opengl3_example/opengl3_example.vcxproj.filters @@ -19,6 +19,9 @@ sources + + sources + @@ -27,5 +30,8 @@ imgui + + sources + \ No newline at end of file diff --git a/examples/opengl_example/imgui_impl_glfw.cpp b/examples/opengl_example/imgui_impl_glfw.cpp index fb85b6d3e..d75f7b2c8 100644 --- a/examples/opengl_example/imgui_impl_glfw.cpp +++ b/examples/opengl_example/imgui_impl_glfw.cpp @@ -1,4 +1,4 @@ -// ImGui GLFW bindings +// ImGui GLFW binding with OpenGL // https://github.com/ocornut/imgui #include @@ -15,8 +15,9 @@ static GLFWwindow* GWindow = NULL; static bool GMousePressed[3] = { false, false, false }; +static float GMouseWheel = 0.0f; static double GTime = 0.0f; -static bool GFontTextureLoaded; +static bool GFontTextureLoaded = false; // 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: @@ -102,8 +103,7 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. + GMouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. } void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) @@ -231,6 +231,9 @@ void ImGui_ImplGlfw_NewFrame() GMousePressed[1] = false; GMousePressed[2] = false; + io.MouseWheel = GMouseWheel; + GMouseWheel = 0.0f; + // Start the frame ImGui::NewFrame(); } diff --git a/examples/opengl_example/imgui_impl_glfw.h b/examples/opengl_example/imgui_impl_glfw.h index 0b18ec778..e3581e004 100644 --- a/examples/opengl_example/imgui_impl_glfw.h +++ b/examples/opengl_example/imgui_impl_glfw.h @@ -1,4 +1,4 @@ -// ImGui GLFW bindings +// ImGui GLFW binding with OpenGL // https://github.com/ocornut/imgui struct GLFWwindow;