diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9f..acf77fa 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9f..acf77fa 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/opengl3_example/imgui_impl_glfw.cpp b/examples/opengl3_example/imgui_impl_glfw.cpp deleted file mode 100644 index 7b341a8..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.cpp +++ /dev/null @@ -1,221 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// GL3W/GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; - -static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfw_Shutdown() -{ -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() - - // Setup display size - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Gamepad navigation mapping [BETA] - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.NavFlags & ImGuiNavFlags_EnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - } - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9f..acf77fa 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/opengl3_example/imgui_impl_glfw.cpp b/examples/opengl3_example/imgui_impl_glfw.cpp deleted file mode 100644 index 7b341a8..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.cpp +++ /dev/null @@ -1,221 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// GL3W/GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; - -static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfw_Shutdown() -{ -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() - - // Setup display size - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Gamepad navigation mapping [BETA] - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.NavFlags & ImGuiNavFlags_EnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - } - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl3_example/imgui_impl_glfw.h b/examples/opengl3_example/imgui_impl_glfw.h deleted file mode 100644 index d1b42ee..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.h +++ /dev/null @@ -1,26 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_API void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9f..acf77fa 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/opengl3_example/imgui_impl_glfw.cpp b/examples/opengl3_example/imgui_impl_glfw.cpp deleted file mode 100644 index 7b341a8..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.cpp +++ /dev/null @@ -1,221 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// GL3W/GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; - -static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfw_Shutdown() -{ -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() - - // Setup display size - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Gamepad navigation mapping [BETA] - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.NavFlags & ImGuiNavFlags_EnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - } - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl3_example/imgui_impl_glfw.h b/examples/opengl3_example/imgui_impl_glfw.h deleted file mode 100644 index d1b42ee..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.h +++ /dev/null @@ -1,26 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_API void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl3_example/imgui_impl_opengl3.cpp b/examples/opengl3_example/imgui_impl_opengl3.cpp deleted file mode 100644 index 8a89f1e..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.cpp +++ /dev/null @@ -1,267 +0,0 @@ -#include "imgui.h" -#include "imgui_impl_opengl3.h" -#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. - -static GLuint g_FontTexture = 0; -static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; - -bool ImGui_ImplOpenGL3_Init() -{ - return true; -} - -void ImGui_ImplOpenGL3_Shutdown() -{ - ImGui_ImplOpenGL3_DestroyDeviceObjects(); -} - -void ImGui_ImplOpenGL3_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplOpenGL3_CreateDeviceObjects(); -} - -// OpenGL3 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); - GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); - GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - 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); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - const float ortho_projection[4][4] = - { - { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { -1.0f, 1.0f, 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindVertexArray(g_VaoHandle); - glBindSampler(0, 0); // Rely on combined texture/sampler state. - - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer_offset = 0; - - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - } - idx_buffer_offset += pcmd->ElemCount; - } - } - - // Restore modified GL state - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindSampler(0, last_sampler); - glActiveTexture(last_active_texture); - glBindVertexArray(last_vertex_array); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); - glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); - glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -bool ImGui_ImplOpenGL3_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyFontsTexture() -{ - if (g_FontTexture) - { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplOpenGL3_CreateDeviceObjects() -{ - // Backup GL state - GLint last_texture, last_array_buffer, last_vertex_array; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - - // Create shaders - const GLchar *vertex_shader = - "#version 150\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 150\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_ShaderHandle = glCreateProgram(); - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_VertHandle, 1, &vertex_shader, 0); - glShaderSource(g_FragHandle, 1, &fragment_shader, 0); - glCompileShader(g_VertHandle); - glCompileShader(g_FragHandle); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); - - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); - - glGenVertexArrays(1, &g_VaoHandle); - glBindVertexArray(g_VaoHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); - - ImGui_ImplOpenGL3_CreateFontsTexture(); - - // Restore modified GL state - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindVertexArray(last_vertex_array); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyDeviceObjects() -{ - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; - - ImGui_ImplOpenGL3_DestroyFontsTexture(); -} diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9f..acf77fa 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/opengl3_example/imgui_impl_glfw.cpp b/examples/opengl3_example/imgui_impl_glfw.cpp deleted file mode 100644 index 7b341a8..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.cpp +++ /dev/null @@ -1,221 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// GL3W/GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; - -static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfw_Shutdown() -{ -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() - - // Setup display size - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Gamepad navigation mapping [BETA] - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.NavFlags & ImGuiNavFlags_EnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - } - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl3_example/imgui_impl_glfw.h b/examples/opengl3_example/imgui_impl_glfw.h deleted file mode 100644 index d1b42ee..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.h +++ /dev/null @@ -1,26 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_API void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl3_example/imgui_impl_opengl3.cpp b/examples/opengl3_example/imgui_impl_opengl3.cpp deleted file mode 100644 index 8a89f1e..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.cpp +++ /dev/null @@ -1,267 +0,0 @@ -#include "imgui.h" -#include "imgui_impl_opengl3.h" -#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. - -static GLuint g_FontTexture = 0; -static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; - -bool ImGui_ImplOpenGL3_Init() -{ - return true; -} - -void ImGui_ImplOpenGL3_Shutdown() -{ - ImGui_ImplOpenGL3_DestroyDeviceObjects(); -} - -void ImGui_ImplOpenGL3_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplOpenGL3_CreateDeviceObjects(); -} - -// OpenGL3 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); - GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); - GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - 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); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - const float ortho_projection[4][4] = - { - { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { -1.0f, 1.0f, 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindVertexArray(g_VaoHandle); - glBindSampler(0, 0); // Rely on combined texture/sampler state. - - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer_offset = 0; - - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - } - idx_buffer_offset += pcmd->ElemCount; - } - } - - // Restore modified GL state - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindSampler(0, last_sampler); - glActiveTexture(last_active_texture); - glBindVertexArray(last_vertex_array); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); - glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); - glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -bool ImGui_ImplOpenGL3_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyFontsTexture() -{ - if (g_FontTexture) - { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplOpenGL3_CreateDeviceObjects() -{ - // Backup GL state - GLint last_texture, last_array_buffer, last_vertex_array; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - - // Create shaders - const GLchar *vertex_shader = - "#version 150\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 150\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_ShaderHandle = glCreateProgram(); - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_VertHandle, 1, &vertex_shader, 0); - glShaderSource(g_FragHandle, 1, &fragment_shader, 0); - glCompileShader(g_VertHandle); - glCompileShader(g_FragHandle); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); - - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); - - glGenVertexArrays(1, &g_VaoHandle); - glBindVertexArray(g_VaoHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); - - ImGui_ImplOpenGL3_CreateFontsTexture(); - - // Restore modified GL state - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindVertexArray(last_vertex_array); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyDeviceObjects() -{ - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; - - ImGui_ImplOpenGL3_DestroyFontsTexture(); -} diff --git a/examples/opengl3_example/imgui_impl_opengl3.h b/examples/opengl3_example/imgui_impl_opengl3.h deleted file mode 100644 index eaf8cf8..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.h +++ /dev/null @@ -1,11 +0,0 @@ - -IMGUI_API bool ImGui_ImplOpenGL3_Init(); -IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); -IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); - -// Called by Init/NewFrame/Shutdown -IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); -IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); -IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9f..acf77fa 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/opengl3_example/imgui_impl_glfw.cpp b/examples/opengl3_example/imgui_impl_glfw.cpp deleted file mode 100644 index 7b341a8..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.cpp +++ /dev/null @@ -1,221 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// GL3W/GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; - -static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfw_Shutdown() -{ -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() - - // Setup display size - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Gamepad navigation mapping [BETA] - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.NavFlags & ImGuiNavFlags_EnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - } - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl3_example/imgui_impl_glfw.h b/examples/opengl3_example/imgui_impl_glfw.h deleted file mode 100644 index d1b42ee..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.h +++ /dev/null @@ -1,26 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_API void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl3_example/imgui_impl_opengl3.cpp b/examples/opengl3_example/imgui_impl_opengl3.cpp deleted file mode 100644 index 8a89f1e..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.cpp +++ /dev/null @@ -1,267 +0,0 @@ -#include "imgui.h" -#include "imgui_impl_opengl3.h" -#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. - -static GLuint g_FontTexture = 0; -static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; - -bool ImGui_ImplOpenGL3_Init() -{ - return true; -} - -void ImGui_ImplOpenGL3_Shutdown() -{ - ImGui_ImplOpenGL3_DestroyDeviceObjects(); -} - -void ImGui_ImplOpenGL3_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplOpenGL3_CreateDeviceObjects(); -} - -// OpenGL3 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); - GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); - GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - 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); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - const float ortho_projection[4][4] = - { - { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { -1.0f, 1.0f, 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindVertexArray(g_VaoHandle); - glBindSampler(0, 0); // Rely on combined texture/sampler state. - - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer_offset = 0; - - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - } - idx_buffer_offset += pcmd->ElemCount; - } - } - - // Restore modified GL state - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindSampler(0, last_sampler); - glActiveTexture(last_active_texture); - glBindVertexArray(last_vertex_array); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); - glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); - glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -bool ImGui_ImplOpenGL3_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyFontsTexture() -{ - if (g_FontTexture) - { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplOpenGL3_CreateDeviceObjects() -{ - // Backup GL state - GLint last_texture, last_array_buffer, last_vertex_array; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - - // Create shaders - const GLchar *vertex_shader = - "#version 150\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 150\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_ShaderHandle = glCreateProgram(); - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_VertHandle, 1, &vertex_shader, 0); - glShaderSource(g_FragHandle, 1, &fragment_shader, 0); - glCompileShader(g_VertHandle); - glCompileShader(g_FragHandle); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); - - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); - - glGenVertexArrays(1, &g_VaoHandle); - glBindVertexArray(g_VaoHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); - - ImGui_ImplOpenGL3_CreateFontsTexture(); - - // Restore modified GL state - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindVertexArray(last_vertex_array); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyDeviceObjects() -{ - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; - - ImGui_ImplOpenGL3_DestroyFontsTexture(); -} diff --git a/examples/opengl3_example/imgui_impl_opengl3.h b/examples/opengl3_example/imgui_impl_opengl3.h deleted file mode 100644 index eaf8cf8..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.h +++ /dev/null @@ -1,11 +0,0 @@ - -IMGUI_API bool ImGui_ImplOpenGL3_Init(); -IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); -IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); - -// Called by Init/NewFrame/Shutdown -IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); -IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); -IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index a57b96a..3a49f8e 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -4,8 +4,8 @@ // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) #include "imgui.h" -#include "imgui_impl_glfw.h" -#include "imgui_impl_opengl3.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl3.h" #include #include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. #include diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9f..acf77fa 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/opengl3_example/imgui_impl_glfw.cpp b/examples/opengl3_example/imgui_impl_glfw.cpp deleted file mode 100644 index 7b341a8..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.cpp +++ /dev/null @@ -1,221 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// GL3W/GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; - -static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfw_Shutdown() -{ -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() - - // Setup display size - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Gamepad navigation mapping [BETA] - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.NavFlags & ImGuiNavFlags_EnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - } - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl3_example/imgui_impl_glfw.h b/examples/opengl3_example/imgui_impl_glfw.h deleted file mode 100644 index d1b42ee..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.h +++ /dev/null @@ -1,26 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_API void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl3_example/imgui_impl_opengl3.cpp b/examples/opengl3_example/imgui_impl_opengl3.cpp deleted file mode 100644 index 8a89f1e..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.cpp +++ /dev/null @@ -1,267 +0,0 @@ -#include "imgui.h" -#include "imgui_impl_opengl3.h" -#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. - -static GLuint g_FontTexture = 0; -static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; - -bool ImGui_ImplOpenGL3_Init() -{ - return true; -} - -void ImGui_ImplOpenGL3_Shutdown() -{ - ImGui_ImplOpenGL3_DestroyDeviceObjects(); -} - -void ImGui_ImplOpenGL3_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplOpenGL3_CreateDeviceObjects(); -} - -// OpenGL3 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); - GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); - GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - 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); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - const float ortho_projection[4][4] = - { - { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { -1.0f, 1.0f, 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindVertexArray(g_VaoHandle); - glBindSampler(0, 0); // Rely on combined texture/sampler state. - - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer_offset = 0; - - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - } - idx_buffer_offset += pcmd->ElemCount; - } - } - - // Restore modified GL state - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindSampler(0, last_sampler); - glActiveTexture(last_active_texture); - glBindVertexArray(last_vertex_array); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); - glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); - glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -bool ImGui_ImplOpenGL3_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyFontsTexture() -{ - if (g_FontTexture) - { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplOpenGL3_CreateDeviceObjects() -{ - // Backup GL state - GLint last_texture, last_array_buffer, last_vertex_array; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - - // Create shaders - const GLchar *vertex_shader = - "#version 150\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 150\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_ShaderHandle = glCreateProgram(); - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_VertHandle, 1, &vertex_shader, 0); - glShaderSource(g_FragHandle, 1, &fragment_shader, 0); - glCompileShader(g_VertHandle); - glCompileShader(g_FragHandle); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); - - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); - - glGenVertexArrays(1, &g_VaoHandle); - glBindVertexArray(g_VaoHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); - - ImGui_ImplOpenGL3_CreateFontsTexture(); - - // Restore modified GL state - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindVertexArray(last_vertex_array); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyDeviceObjects() -{ - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; - - ImGui_ImplOpenGL3_DestroyFontsTexture(); -} diff --git a/examples/opengl3_example/imgui_impl_opengl3.h b/examples/opengl3_example/imgui_impl_opengl3.h deleted file mode 100644 index eaf8cf8..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.h +++ /dev/null @@ -1,11 +0,0 @@ - -IMGUI_API bool ImGui_ImplOpenGL3_Init(); -IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); -IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); - -// Called by Init/NewFrame/Shutdown -IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); -IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); -IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index a57b96a..3a49f8e 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -4,8 +4,8 @@ // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) #include "imgui.h" -#include "imgui_impl_glfw.h" -#include "imgui_impl_opengl3.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl3.h" #include #include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. #include diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj index 3ade8ec..e0ff1ba 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj +++ b/examples/opengl3_example/opengl3_example.vcxproj @@ -153,19 +153,19 @@ + + - - + + - - diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp new file mode 100644 index 0000000..ab423ff --- /dev/null +++ b/examples/imgui_impl_glfw.cpp @@ -0,0 +1,221 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GL3W/GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// Data +static GLFWwindow* g_Window = NULL; +static double g_Time = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; + +static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +{ + if (action == GLFW_PRESS && button >= 0 && button < 3) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) +{ + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + (void)mods; // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) +{ + g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; + io.ClipboardUserData = g_Window; +#ifdef _WIN32 + io.ImeWindowHandle = glfwGetWin32Window(g_Window); +#endif + + if (install_callbacks) + { + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + return true; +} + +void ImGui_ImplGlfw_Shutdown() +{ +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() + + // Setup display size + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) + { + if (io.WantMoveMouse) + { + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + else + { + io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); + } + + for (int i = 0; i < 3; i++) + { + // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Hide OS mouse cursor if ImGui is drawing it + glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.NavFlags & ImGuiNavFlags_EnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h new file mode 100644 index 0000000..d1b42ee --- /dev/null +++ b/examples/imgui_impl_glfw.h @@ -0,0 +1,26 @@ +// ImGui GLFW binding with OpenGL3 + shaders +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) + +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct GLFWwindow; + +IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) +// Provided here if you want to chain callbacks. +// You can also handle inputs yourself and use those as a reference. +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..06c770a --- /dev/null +++ b/examples/imgui_impl_opengl2.cpp @@ -0,0 +1,174 @@ +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the opengl3_example/ folder** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#include +#else +#include +#endif + +// Data +static GLuint g_FontTexture = 0; + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h new file mode 100644 index 0000000..c1ef2f5 --- /dev/null +++ b/examples/imgui_impl_opengl2.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..241dc38 --- /dev/null +++ b/examples/imgui_impl_opengl3.cpp @@ -0,0 +1,269 @@ +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. + +// Data +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init() +{ + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + glBindSampler(0, 0); // Rely on combined texture/sampler state. + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindSampler(0, last_sampler); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + 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)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Create shaders + const GLchar *vertex_shader = + "#version 150\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 150\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_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h new file mode 100644 index 0000000..eaf8cf8 --- /dev/null +++ b/examples/imgui_impl_opengl3.h @@ -0,0 +1,11 @@ + +IMGUI_API bool ImGui_ImplOpenGL3_Init(); +IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp deleted file mode 100644 index d4a4357..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ /dev/null @@ -1,321 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. -// 2017-09-01: OpenGL: Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. - -#include "imgui.h" -#include "imgui_impl_glfw_gl2.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#define GLFW_EXPOSE_NATIVE_WGL -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; -static GLuint g_FontTexture = 0; - -// OpenGL2 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // We are using the OpenGL fixed pipeline to make the example code simpler to read! - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnable(GL_TEXTURE_2D); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); - } - idx_buffer += pcmd->ElemCount; - } - } - - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfwGL2_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() -{ - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfwGL2_Shutdown() -{ - ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -} - -void ImGui_ImplGlfwGL2_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplGlfwGL2_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h deleted file mode 100644 index 268b0e4..0000000 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in the opengl3_example/ folder** -// See imgui_impl_glfw.cpp for details. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); -IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); -IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); - -// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index caae8c2..6eefca8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -7,7 +7,8 @@ // See imgui_impl_glfw.cpp for details. #include "imgui.h" -#include "imgui_impl_glfw_gl2.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl2.h" #include #include @@ -29,7 +30,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplGlfwGL2_Init(window, true); + ImGui_ImplGlfw_Init(window, true); + ImGui_ImplOpenGL2_Init(); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -63,7 +65,8 @@ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); - ImGui_ImplGlfwGL2_NewFrame(); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". @@ -110,12 +113,13 @@ glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); - ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup - ImGui_ImplGlfwGL2_Shutdown(); + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index 3756748..501d73c 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -153,14 +153,16 @@ - + + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index 0c85d9f..acf77fa 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/opengl3_example/imgui_impl_glfw.cpp b/examples/opengl3_example/imgui_impl_glfw.cpp deleted file mode 100644 index 7b341a8..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.cpp +++ /dev/null @@ -1,221 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// GL3W/GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -// Data -static GLFWwindow* g_Window = NULL; -static double g_Time = 0.0f; -static bool g_MouseJustPressed[3] = { false, false, false }; - -static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) -{ - if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) -{ - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) -{ - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - (void)mods; // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) -{ - ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); -} - -bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) -{ - g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - 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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; - io.ClipboardUserData = g_Window; -#ifdef _WIN32 - io.ImeWindowHandle = glfwGetWin32Window(g_Window); -#endif - - if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - } - - return true; -} - -void ImGui_ImplGlfw_Shutdown() -{ -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() - - // Setup display size - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); - g_Time = current_time; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) - if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) - { - if (io.WantMoveMouse) - { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - else - { - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - } - - for (int i = 0; i < 3; i++) - { - // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; - } - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); - - // Gamepad navigation mapping [BETA] - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if (io.NavFlags & ImGuiNavFlags_EnableGamepad) - { - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } - int axes_count = 0, buttons_count = 0; - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); - #undef MAP_BUTTON - #undef MAP_ANALOG - } - - // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. - ImGui::NewFrame(); -} diff --git a/examples/opengl3_example/imgui_impl_glfw.h b/examples/opengl3_example/imgui_impl_glfw.h deleted file mode 100644 index d1b42ee..0000000 --- a/examples/opengl3_example/imgui_impl_glfw.h +++ /dev/null @@ -1,26 +0,0 @@ -// ImGui GLFW binding with OpenGL3 + shaders -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) - -// Implemented features: -// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct GLFWwindow; - -IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); -IMGUI_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_API void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) -// Provided here if you want to chain callbacks. -// You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl3_example/imgui_impl_opengl3.cpp b/examples/opengl3_example/imgui_impl_opengl3.cpp deleted file mode 100644 index 8a89f1e..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.cpp +++ /dev/null @@ -1,267 +0,0 @@ -#include "imgui.h" -#include "imgui_impl_opengl3.h" -#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. - -static GLuint g_FontTexture = 0; -static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; - -bool ImGui_ImplOpenGL3_Init() -{ - return true; -} - -void ImGui_ImplOpenGL3_Shutdown() -{ - ImGui_ImplOpenGL3_DestroyDeviceObjects(); -} - -void ImGui_ImplOpenGL3_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplOpenGL3_CreateDeviceObjects(); -} - -// OpenGL3 Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - ImGuiIO& io = ImGui::GetIO(); - int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); - int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); - if (fb_width == 0 || fb_height == 0) - return; - draw_data->ScaleClipRects(io.DisplayFramebufferScale); - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); - GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); - GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - 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); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - const float ortho_projection[4][4] = - { - { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { -1.0f, 1.0f, 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindVertexArray(g_VaoHandle); - glBindSampler(0, 0); // Rely on combined texture/sampler state. - - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer_offset = 0; - - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - } - idx_buffer_offset += pcmd->ElemCount; - } - } - - // Restore modified GL state - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindSampler(0, last_sampler); - glActiveTexture(last_active_texture); - glBindVertexArray(last_vertex_array); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); - glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); - glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -bool ImGui_ImplOpenGL3_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - 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)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyFontsTexture() -{ - if (g_FontTexture) - { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplOpenGL3_CreateDeviceObjects() -{ - // Backup GL state - GLint last_texture, last_array_buffer, last_vertex_array; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - - // Create shaders - const GLchar *vertex_shader = - "#version 150\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 150\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_ShaderHandle = glCreateProgram(); - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_VertHandle, 1, &vertex_shader, 0); - glShaderSource(g_FragHandle, 1, &fragment_shader, 0); - glCompileShader(g_VertHandle); - glCompileShader(g_FragHandle); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); - - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); - - glGenVertexArrays(1, &g_VaoHandle); - glBindVertexArray(g_VaoHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); - - ImGui_ImplOpenGL3_CreateFontsTexture(); - - // Restore modified GL state - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindVertexArray(last_vertex_array); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyDeviceObjects() -{ - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; - - ImGui_ImplOpenGL3_DestroyFontsTexture(); -} diff --git a/examples/opengl3_example/imgui_impl_opengl3.h b/examples/opengl3_example/imgui_impl_opengl3.h deleted file mode 100644 index eaf8cf8..0000000 --- a/examples/opengl3_example/imgui_impl_opengl3.h +++ /dev/null @@ -1,11 +0,0 @@ - -IMGUI_API bool ImGui_ImplOpenGL3_Init(); -IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_API void ImGui_ImplOpenGL3_NewFrame(); -IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); - -// Called by Init/NewFrame/Shutdown -IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); -IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); -IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index a57b96a..3a49f8e 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -4,8 +4,8 @@ // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) #include "imgui.h" -#include "imgui_impl_glfw.h" -#include "imgui_impl_opengl3.h" +#include "../imgui_impl_glfw.h" +#include "../imgui_impl_opengl3.h" #include #include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. #include diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj index 3ade8ec..e0ff1ba 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj +++ b/examples/opengl3_example/opengl3_example.vcxproj @@ -153,19 +153,19 @@ + + - - + + - - diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters index f45ad98..bffa937 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj.filters +++ b/examples/opengl3_example/opengl3_example.vcxproj.filters @@ -28,10 +28,10 @@ imgui - + sources - + sources @@ -51,10 +51,10 @@ imgui - + sources - + sources