diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
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+
+
+
+
+
+
+
+
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+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
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+
+
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+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 027fc15..ae08a23 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -11,7 +11,7 @@
# http://www.glfw.org
#
-CXX = g++
+#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@@ -22,6 +22,7 @@
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@@ -32,11 +33,9 @@
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
- CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
- CXXFLAGS += -I../../
-
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
-
endif
.cpp.o:
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 027fc15..ae08a23 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -11,7 +11,7 @@
# http://www.glfw.org
#
-CXX = g++
+#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@@ -22,6 +22,7 @@
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@@ -32,11 +33,9 @@
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
- CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
- CXXFLAGS += -I../../
-
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
-
endif
.cpp.o:
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index ff46b53..34dd1da 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -1,26 +1,22 @@
+// ImGui - standalone example application for OpenGL 2, using fixed pipeline
+
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#include
-#include
#endif
-#define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h" // for .png loading
-#include "../../imgui.h"
-// glew & glfw
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
#define GLEW_STATIC
#include
#include
-#ifdef _MSC_VER
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include
-#endif
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
-static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@@ -64,24 +60,24 @@
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
+
+ // Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
-
- // Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@@ -100,22 +96,6 @@
glfwSetClipboardString(window, text);
}
-#ifdef _MSC_VER
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- HWND hwnd = glfwGetWin32Window(window);
- if (HIMC himc = ImmGetContext(hwnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-#endif
-
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
@@ -131,7 +111,7 @@
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines.
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -159,7 +139,6 @@
if (!glfwInit())
exit(1);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@@ -172,18 +151,10 @@
void InitImGui()
{
- int w, h;
- int fb_w, fb_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &fb_w, &fb_h);
- mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
- mousePosScale.y = (float)fb_h / h;
-
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align OpenGL texels
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@@ -204,9 +175,6 @@
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
-#endif
// Load font texture
glGenTextures(1, &fontTex);
@@ -250,7 +218,14 @@
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
@@ -260,7 +235,9 @@
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
@@ -278,7 +255,6 @@
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
- io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
@@ -294,7 +270,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -317,7 +293,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -329,7 +305,9 @@
glfwSwapBuffers(window);
}
+ // Cleanup
ImGui::Shutdown();
glfwTerminate();
+
return 0;
}
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 027fc15..ae08a23 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -11,7 +11,7 @@
# http://www.glfw.org
#
-CXX = g++
+#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@@ -22,6 +22,7 @@
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@@ -32,11 +33,9 @@
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
- CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
- CXXFLAGS += -I../../
-
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
-
endif
.cpp.o:
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index ff46b53..34dd1da 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -1,26 +1,22 @@
+// ImGui - standalone example application for OpenGL 2, using fixed pipeline
+
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#include
-#include
#endif
-#define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h" // for .png loading
-#include "../../imgui.h"
-// glew & glfw
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
#define GLEW_STATIC
#include
#include
-#ifdef _MSC_VER
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include
-#endif
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
-static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@@ -64,24 +60,24 @@
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
+
+ // Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
-
- // Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@@ -100,22 +96,6 @@
glfwSetClipboardString(window, text);
}
-#ifdef _MSC_VER
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- HWND hwnd = glfwGetWin32Window(window);
- if (HIMC himc = ImmGetContext(hwnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-#endif
-
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
@@ -131,7 +111,7 @@
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines.
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -159,7 +139,6 @@
if (!glfwInit())
exit(1);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@@ -172,18 +151,10 @@
void InitImGui()
{
- int w, h;
- int fb_w, fb_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &fb_w, &fb_h);
- mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
- mousePosScale.y = (float)fb_h / h;
-
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align OpenGL texels
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@@ -204,9 +175,6 @@
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
-#endif
// Load font texture
glGenTextures(1, &fontTex);
@@ -250,7 +218,14 @@
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
@@ -260,7 +235,9 @@
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
@@ -278,7 +255,6 @@
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
- io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
@@ -294,7 +270,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -317,7 +293,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -329,7 +305,9 @@
glfwSwapBuffers(window);
}
+ // Cleanup
ImGui::Shutdown();
glfwTerminate();
+
return 0;
}
diff --git a/examples/opengl_example/opengl_example.sln b/examples/opengl_example/opengl_example.sln
deleted file mode 100644
index b4905b1..0000000
--- a/examples/opengl_example/opengl_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 027fc15..ae08a23 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -11,7 +11,7 @@
# http://www.glfw.org
#
-CXX = g++
+#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@@ -22,6 +22,7 @@
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@@ -32,11 +33,9 @@
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
- CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
- CXXFLAGS += -I../../
-
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
-
endif
.cpp.o:
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index ff46b53..34dd1da 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -1,26 +1,22 @@
+// ImGui - standalone example application for OpenGL 2, using fixed pipeline
+
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#include
-#include
#endif
-#define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h" // for .png loading
-#include "../../imgui.h"
-// glew & glfw
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
#define GLEW_STATIC
#include
#include
-#ifdef _MSC_VER
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include
-#endif
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
-static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@@ -64,24 +60,24 @@
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
+
+ // Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
-
- // Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@@ -100,22 +96,6 @@
glfwSetClipboardString(window, text);
}
-#ifdef _MSC_VER
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- HWND hwnd = glfwGetWin32Window(window);
- if (HIMC himc = ImmGetContext(hwnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-#endif
-
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
@@ -131,7 +111,7 @@
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines.
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -159,7 +139,6 @@
if (!glfwInit())
exit(1);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@@ -172,18 +151,10 @@
void InitImGui()
{
- int w, h;
- int fb_w, fb_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &fb_w, &fb_h);
- mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
- mousePosScale.y = (float)fb_h / h;
-
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align OpenGL texels
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@@ -204,9 +175,6 @@
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
-#endif
// Load font texture
glGenTextures(1, &fontTex);
@@ -250,7 +218,14 @@
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
@@ -260,7 +235,9 @@
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
@@ -278,7 +255,6 @@
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
- io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
@@ -294,7 +270,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -317,7 +293,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -329,7 +305,9 @@
glfwSwapBuffers(window);
}
+ // Cleanup
ImGui::Shutdown();
glfwTerminate();
+
return 0;
}
diff --git a/examples/opengl_example/opengl_example.sln b/examples/opengl_example/opengl_example.sln
deleted file mode 100644
index b4905b1..0000000
--- a/examples/opengl_example/opengl_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/opengl_example/opengl_example.vcxproj b/examples/opengl_example/opengl_example.vcxproj
index 0ff40ca..8c1898d 100644
--- a/examples/opengl_example/opengl_example.vcxproj
+++ b/examples/opengl_example/opengl_example.vcxproj
@@ -41,11 +41,11 @@
Level3
Disabled
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -56,13 +56,13 @@
MaxSpeed
true
true
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
true
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -75,10 +75,7 @@
-
-
-
-
+
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 027fc15..ae08a23 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -11,7 +11,7 @@
# http://www.glfw.org
#
-CXX = g++
+#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@@ -22,6 +22,7 @@
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@@ -32,11 +33,9 @@
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
- CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
- CXXFLAGS += -I../../
-
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
-
endif
.cpp.o:
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index ff46b53..34dd1da 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -1,26 +1,22 @@
+// ImGui - standalone example application for OpenGL 2, using fixed pipeline
+
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#include
-#include
#endif
-#define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h" // for .png loading
-#include "../../imgui.h"
-// glew & glfw
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
#define GLEW_STATIC
#include
#include
-#ifdef _MSC_VER
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include
-#endif
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
-static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@@ -64,24 +60,24 @@
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
+
+ // Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
-
- // Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@@ -100,22 +96,6 @@
glfwSetClipboardString(window, text);
}
-#ifdef _MSC_VER
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- HWND hwnd = glfwGetWin32Window(window);
- if (HIMC himc = ImmGetContext(hwnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-#endif
-
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
@@ -131,7 +111,7 @@
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines.
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -159,7 +139,6 @@
if (!glfwInit())
exit(1);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@@ -172,18 +151,10 @@
void InitImGui()
{
- int w, h;
- int fb_w, fb_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &fb_w, &fb_h);
- mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
- mousePosScale.y = (float)fb_h / h;
-
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align OpenGL texels
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@@ -204,9 +175,6 @@
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
-#endif
// Load font texture
glGenTextures(1, &fontTex);
@@ -250,7 +218,14 @@
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
@@ -260,7 +235,9 @@
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
@@ -278,7 +255,6 @@
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
- io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
@@ -294,7 +270,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -317,7 +293,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -329,7 +305,9 @@
glfwSwapBuffers(window);
}
+ // Cleanup
ImGui::Shutdown();
glfwTerminate();
+
return 0;
}
diff --git a/examples/opengl_example/opengl_example.sln b/examples/opengl_example/opengl_example.sln
deleted file mode 100644
index b4905b1..0000000
--- a/examples/opengl_example/opengl_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/opengl_example/opengl_example.vcxproj b/examples/opengl_example/opengl_example.vcxproj
index 0ff40ca..8c1898d 100644
--- a/examples/opengl_example/opengl_example.vcxproj
+++ b/examples/opengl_example/opengl_example.vcxproj
@@ -41,11 +41,11 @@
Level3
Disabled
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -56,13 +56,13 @@
MaxSpeed
true
true
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
true
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -75,10 +75,7 @@
-
-
-
-
+
diff --git a/examples/opengl_example/opengl_example.vcxproj.filters b/examples/opengl_example/opengl_example.vcxproj.filters
index 4f657bf..69a481e 100644
--- a/examples/opengl_example/opengl_example.vcxproj.filters
+++ b/examples/opengl_example/opengl_example.vcxproj.filters
@@ -18,9 +18,6 @@
-
- sources
-
imgui
@@ -30,10 +27,8 @@
imgui
-
-
-
- imgui
-
+
+ sources
+
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 027fc15..ae08a23 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -11,7 +11,7 @@
# http://www.glfw.org
#
-CXX = g++
+#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@@ -22,6 +22,7 @@
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@@ -32,11 +33,9 @@
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
- CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
- CXXFLAGS += -I../../
-
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
-
endif
.cpp.o:
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index ff46b53..34dd1da 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -1,26 +1,22 @@
+// ImGui - standalone example application for OpenGL 2, using fixed pipeline
+
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#include
-#include
#endif
-#define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h" // for .png loading
-#include "../../imgui.h"
-// glew & glfw
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
#define GLEW_STATIC
#include
#include
-#ifdef _MSC_VER
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include
-#endif
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
-static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@@ -64,24 +60,24 @@
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
+
+ // Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
-
- // Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@@ -100,22 +96,6 @@
glfwSetClipboardString(window, text);
}
-#ifdef _MSC_VER
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- HWND hwnd = glfwGetWin32Window(window);
- if (HIMC himc = ImmGetContext(hwnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-#endif
-
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
@@ -131,7 +111,7 @@
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines.
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -159,7 +139,6 @@
if (!glfwInit())
exit(1);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@@ -172,18 +151,10 @@
void InitImGui()
{
- int w, h;
- int fb_w, fb_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &fb_w, &fb_h);
- mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
- mousePosScale.y = (float)fb_h / h;
-
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align OpenGL texels
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@@ -204,9 +175,6 @@
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
-#endif
// Load font texture
glGenTextures(1, &fontTex);
@@ -250,7 +218,14 @@
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
@@ -260,7 +235,9 @@
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
@@ -278,7 +255,6 @@
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
- io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
@@ -294,7 +270,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -317,7 +293,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -329,7 +305,9 @@
glfwSwapBuffers(window);
}
+ // Cleanup
ImGui::Shutdown();
glfwTerminate();
+
return 0;
}
diff --git a/examples/opengl_example/opengl_example.sln b/examples/opengl_example/opengl_example.sln
deleted file mode 100644
index b4905b1..0000000
--- a/examples/opengl_example/opengl_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/opengl_example/opengl_example.vcxproj b/examples/opengl_example/opengl_example.vcxproj
index 0ff40ca..8c1898d 100644
--- a/examples/opengl_example/opengl_example.vcxproj
+++ b/examples/opengl_example/opengl_example.vcxproj
@@ -41,11 +41,11 @@
Level3
Disabled
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -56,13 +56,13 @@
MaxSpeed
true
true
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
true
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -75,10 +75,7 @@
-
-
-
-
+
diff --git a/examples/opengl_example/opengl_example.vcxproj.filters b/examples/opengl_example/opengl_example.vcxproj.filters
index 4f657bf..69a481e 100644
--- a/examples/opengl_example/opengl_example.vcxproj.filters
+++ b/examples/opengl_example/opengl_example.vcxproj.filters
@@ -18,9 +18,6 @@
-
- sources
-
imgui
@@ -30,10 +27,8 @@
imgui
-
-
-
- imgui
-
+
+ sources
+
\ No newline at end of file
diff --git a/examples/opengl_example/stb_image.h b/examples/opengl_example/stb_image.h
deleted file mode 100644
index 5ab9c58..0000000
--- a/examples/opengl_example/stb_image.h
+++ /dev/null
@@ -1,4744 +0,0 @@
-/* stb_image - v1.46 - public domain JPEG/PNG reader - http://nothings.org/stb_image.c
- when you control the images you're loading
- no warranty implied; use at your own risk
-
- Do this:
- #define STB_IMAGE_IMPLEMENTATION
- before you include this file in *one* C or C++ file to create the implementation.
-
- #define STBI_ASSERT(x) to avoid using assert.h.
-
- QUICK NOTES:
- Primarily of interest to game developers and other people who can
- avoid problematic images and only need the trivial interface
-
- JPEG baseline (no JPEG progressive)
- PNG 1/2/4/8-bit-per-channel (16 bpc not supported)
-
- TGA (not sure what subset, if a subset)
- BMP non-1bpp, non-RLE
- PSD (composited view only, no extra channels)
-
- GIF (*comp always reports as 4-channel)
- HDR (radiance rgbE format)
- PIC (Softimage PIC)
-
- - decode from memory or through FILE (define STBI_NO_STDIO to remove code)
- - decode from arbitrary I/O callbacks
- - overridable dequantizing-IDCT, YCbCr-to-RGB conversion (define STBI_SIMD)
-
- Latest revisions:
- 1.xx (2014-09-26) 1/2/4-bit PNG support (both grayscale and paletted)
- 1.46 (2014-08-26) fix broken tRNS chunk in non-paletted PNG
- 1.45 (2014-08-16) workaround MSVC-ARM internal compiler error by wrapping malloc
- 1.44 (2014-08-07) warnings
- 1.43 (2014-07-15) fix MSVC-only bug in 1.42
- 1.42 (2014-07-09) no _CRT_SECURE_NO_WARNINGS; error-path fixes; STBI_ASSERT
- 1.41 (2014-06-25) fix search&replace that messed up comments/error messages
- 1.40 (2014-06-22) gcc warning
- 1.39 (2014-06-15) TGA optimization bugfix, multiple BMP fixes
- 1.38 (2014-06-06) suppress MSVC run-time warnings, fix accidental rename of 'skip'
- 1.37 (2014-06-04) remove duplicate typedef
- 1.36 (2014-06-03) converted to header file, allow reading incorrect iphoned-images without iphone flag
- 1.35 (2014-05-27) warnings, bugfixes, TGA optimization, etc
-
- See end of file for full revision history.
-
- TODO:
- stbi_info support for BMP,PSD,HDR,PIC
-
-
- ============================ Contributors =========================
-
- Image formats Bug fixes & warning fixes
- Sean Barrett (jpeg, png, bmp) Marc LeBlanc
- Nicolas Schulz (hdr, psd) Christpher Lloyd
- Jonathan Dummer (tga) Dave Moore
- Jean-Marc Lienher (gif) Won Chun
- Tom Seddon (pic) the Horde3D community
- Thatcher Ulrich (psd) Janez Zemva
- Jonathan Blow
- Laurent Gomila
- Extensions, features Aruelien Pocheville
- Jetro Lauha (stbi_info) Ryamond Barbiero
- James "moose2000" Brown (iPhone PNG) David Woo
- Ben "Disch" Wenger (io callbacks) Roy Eltham
- Martin "SpartanJ" Golini Luke Graham
- Omar Cornut (1/2/4-bit png) Thomas Ruf
- John Bartholomew
- Optimizations & bugfixes Ken Hamada
- Fabian "ryg" Giesen Cort Stratton
- Arseny Kapoulkine Blazej Dariusz Roszkowski
- Thibault Reuille
- Paul Du Bois
- Guillaume George
- Jerry Jansson
- If your name should be here but Hayaki Saito
- isn't, let Sean know. Johan Duparc
- Ronny Chevalier
- Michal Cichon
-*/
-
-#ifndef STBI_INCLUDE_STB_IMAGE_H
-#define STBI_INCLUDE_STB_IMAGE_H
-
-// Limitations:
-// - no jpeg progressive support
-// - non-HDR formats support 8-bit samples only (jpeg, png)
-// - no delayed line count (jpeg) -- IJG doesn't support either
-// - no 1-bit BMP
-// - GIF always returns *comp=4
-//
-// Basic usage (see HDR discussion below):
-// int x,y,n;
-// unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
-// // ... process data if not NULL ...
-// // ... x = width, y = height, n = # 8-bit components per pixel ...
-// // ... replace '0' with '1'..'4' to force that many components per pixel
-// // ... but 'n' will always be the number that it would have been if you said 0
-// stbi_image_free(data)
-//
-// Standard parameters:
-// int *x -- outputs image width in pixels
-// int *y -- outputs image height in pixels
-// int *comp -- outputs # of image components in image file
-// int req_comp -- if non-zero, # of image components requested in result
-//
-// The return value from an image loader is an 'unsigned char *' which points
-// to the pixel data. The pixel data consists of *y scanlines of *x pixels,
-// with each pixel consisting of N interleaved 8-bit components; the first
-// pixel pointed to is top-left-most in the image. There is no padding between
-// image scanlines or between pixels, regardless of format. The number of
-// components N is 'req_comp' if req_comp is non-zero, or *comp otherwise.
-// If req_comp is non-zero, *comp has the number of components that _would_
-// have been output otherwise. E.g. if you set req_comp to 4, you will always
-// get RGBA output, but you can check *comp to easily see if it's opaque.
-//
-// An output image with N components has the following components interleaved
-// in this order in each pixel:
-//
-// N=#comp components
-// 1 grey
-// 2 grey, alpha
-// 3 red, green, blue
-// 4 red, green, blue, alpha
-//
-// If image loading fails for any reason, the return value will be NULL,
-// and *x, *y, *comp will be unchanged. The function stbi_failure_reason()
-// can be queried for an extremely brief, end-user unfriendly explanation
-// of why the load failed. Define STBI_NO_FAILURE_STRINGS to avoid
-// compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly
-// more user-friendly ones.
-//
-// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.
-//
-// ===========================================================================
-//
-// iPhone PNG support:
-//
-// By default we convert iphone-formatted PNGs back to RGB; nominally they
-// would silently load as BGR, except the existing code should have just
-// failed on such iPhone PNGs. But you can disable this conversion by
-// by calling stbi_convert_iphone_png_to_rgb(0), in which case
-// you will always just get the native iphone "format" through.
-//
-// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per
-// pixel to remove any premultiplied alpha *only* if the image file explicitly
-// says there's premultiplied data (currently only happens in iPhone images,
-// and only if iPhone convert-to-rgb processing is on).
-//
-// ===========================================================================
-//
-// HDR image support (disable by defining STBI_NO_HDR)
-//
-// stb_image now supports loading HDR images in general, and currently
-// the Radiance .HDR file format, although the support is provided
-// generically. You can still load any file through the existing interface;
-// if you attempt to load an HDR file, it will be automatically remapped to
-// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;
-// both of these constants can be reconfigured through this interface:
-//
-// stbi_hdr_to_ldr_gamma(2.2f);
-// stbi_hdr_to_ldr_scale(1.0f);
-//
-// (note, do not use _inverse_ constants; stbi_image will invert them
-// appropriately).
-//
-// Additionally, there is a new, parallel interface for loading files as
-// (linear) floats to preserve the full dynamic range:
-//
-// float *data = stbi_loadf(filename, &x, &y, &n, 0);
-//
-// If you load LDR images through this interface, those images will
-// be promoted to floating point values, run through the inverse of
-// constants corresponding to the above:
-//
-// stbi_ldr_to_hdr_scale(1.0f);
-// stbi_ldr_to_hdr_gamma(2.2f);
-//
-// Finally, given a filename (or an open file or memory block--see header
-// file for details) containing image data, you can query for the "most
-// appropriate" interface to use (that is, whether the image is HDR or
-// not), using:
-//
-// stbi_is_hdr(char *filename);
-//
-// ===========================================================================
-//
-// I/O callbacks
-//
-// I/O callbacks allow you to read from arbitrary sources, like packaged
-// files or some other source. Data read from callbacks are processed
-// through a small internal buffer (currently 128 bytes) to try to reduce
-// overhead.
-//
-// The three functions you must define are "read" (reads some bytes of data),
-// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end).
-
-
-#ifndef STBI_NO_STDIO
-#include
-#endif // STBI_NO_STDIO
-
-#define STBI_VERSION 1
-
-enum
-{
- STBI_default = 0, // only used for req_comp
-
- STBI_grey = 1,
- STBI_grey_alpha = 2,
- STBI_rgb = 3,
- STBI_rgb_alpha = 4
-};
-
-typedef unsigned char stbi_uc;
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#ifdef STB_IMAGE_STATIC
-#define STBIDEF static
-#else
-#define STBIDEF extern
-#endif
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// PRIMARY API - works on images of any type
-//
-
-//
-// load image by filename, open file, or memory buffer
-//
-
-STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
-
-#ifndef STBI_NO_STDIO
-STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *comp, int req_comp);
-STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
-// for stbi_load_from_file, file pointer is left pointing immediately after image
-#endif
-
-typedef struct
-{
- int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read
- void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative
- int (*eof) (void *user); // returns nonzero if we are at end of file/data
-} stbi_io_callbacks;
-
-STBIDEF stbi_uc *stbi_load_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
-
-#ifndef STBI_NO_HDR
- STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
-
- #ifndef STBI_NO_STDIO
- STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *comp, int req_comp);
- STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
- #endif
-
- STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
-
- STBIDEF void stbi_hdr_to_ldr_gamma(float gamma);
- STBIDEF void stbi_hdr_to_ldr_scale(float scale);
-
- STBIDEF void stbi_ldr_to_hdr_gamma(float gamma);
- STBIDEF void stbi_ldr_to_hdr_scale(float scale);
-#endif // STBI_NO_HDR
-
-// stbi_is_hdr is always defined
-STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user);
-STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_is_hdr (char const *filename);
-STBIDEF int stbi_is_hdr_from_file(FILE *f);
-#endif // STBI_NO_STDIO
-
-
-// get a VERY brief reason for failure
-// NOT THREADSAFE
-STBIDEF const char *stbi_failure_reason (void);
-
-// free the loaded image -- this is just free()
-STBIDEF void stbi_image_free (void *retval_from_stbi_load);
-
-// get image dimensions & components without fully decoding
-STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
-STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp);
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp);
-STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp);
-
-#endif
-
-
-
-// for image formats that explicitly notate that they have premultiplied alpha,
-// we just return the colors as stored in the file. set this flag to force
-// unpremultiplication. results are undefined if the unpremultiply overflow.
-STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);
-
-// indicate whether we should process iphone images back to canonical format,
-// or just pass them through "as-is"
-STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);
-
-
-// ZLIB client - used by PNG, available for other purposes
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);
-STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header);
-STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);
-STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
-
-STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);
-STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
-
-
-// define faster low-level operations (typically SIMD support)
-#ifdef STBI_SIMD
-typedef void (*stbi_idct_8x8)(stbi_uc *out, int out_stride, short data[64], unsigned short *dequantize);
-// compute an integer IDCT on "input"
-// input[x] = data[x] * dequantize[x]
-// write results to 'out': 64 samples, each run of 8 spaced by 'out_stride'
-// CLAMP results to 0..255
-typedef void (*stbi_YCbCr_to_RGB_run)(stbi_uc *output, stbi_uc const *y, stbi_uc const *cb, stbi_uc const *cr, int count, int step);
-// compute a conversion from YCbCr to RGB
-// 'count' pixels
-// write pixels to 'output'; each pixel is 'step' bytes (either 3 or 4; if 4, write '255' as 4th), order R,G,B
-// y: Y input channel
-// cb: Cb input channel; scale/biased to be 0..255
-// cr: Cr input channel; scale/biased to be 0..255
-
-STBIDEF void stbi_install_idct(stbi_idct_8x8 func);
-STBIDEF void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func);
-#endif // STBI_SIMD
-
-
-#ifdef __cplusplus
-}
-#endif
-
-//
-//
-//// end header file /////////////////////////////////////////////////////
-#endif // STBI_INCLUDE_STB_IMAGE_H
-
-#ifdef STB_IMAGE_IMPLEMENTATION
-
-#ifndef STBI_NO_HDR
-#include // ldexp
-#include // strcmp, strtok
-#endif
-
-#ifndef STBI_NO_STDIO
-#include
-#endif
-#include
-#include
-#ifndef STBI_ASSERT
-#include
-#define STBI_ASSERT(x) assert(x)
-#endif
-#include
-#include // ptrdiff_t on osx
-
-#ifndef _MSC_VER
- #ifdef __cplusplus
- #define stbi_inline inline
- #else
- #define stbi_inline
- #endif
-#else
- #define stbi_inline __forceinline
-#endif
-
-
-#ifdef _MSC_VER
-typedef unsigned short stbi__uint16;
-typedef signed short stbi__int16;
-typedef unsigned int stbi__uint32;
-typedef signed int stbi__int32;
-#else
-#include
-typedef uint16_t stbi__uint16;
-typedef int16_t stbi__int16;
-typedef uint32_t stbi__uint32;
-typedef int32_t stbi__int32;
-#endif
-
-// should produce compiler error if size is wrong
-typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1];
-
-#ifdef _MSC_VER
-#define STBI_NOTUSED(v) (void)(v)
-#else
-#define STBI_NOTUSED(v) (void)sizeof(v)
-#endif
-
-#ifdef _MSC_VER
-#define STBI_HAS_LROTL
-#endif
-
-#ifdef STBI_HAS_LROTL
- #define stbi_lrot(x,y) _lrotl(x,y)
-#else
- #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (32 - (y))))
-#endif
-
-///////////////////////////////////////////////
-//
-// stbi__context struct and start_xxx functions
-
-// stbi__context structure is our basic context used by all images, so it
-// contains all the IO context, plus some basic image information
-typedef struct
-{
- stbi__uint32 img_x, img_y;
- int img_n, img_out_n;
-
- stbi_io_callbacks io;
- void *io_user_data;
-
- int read_from_callbacks;
- int buflen;
- stbi_uc buffer_start[128];
-
- stbi_uc *img_buffer, *img_buffer_end;
- stbi_uc *img_buffer_original;
-} stbi__context;
-
-
-static void stbi__refill_buffer(stbi__context *s);
-
-// initialize a memory-decode context
-static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len)
-{
- s->io.read = NULL;
- s->read_from_callbacks = 0;
- s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer;
- s->img_buffer_end = (stbi_uc *) buffer+len;
-}
-
-// initialize a callback-based context
-static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user)
-{
- s->io = *c;
- s->io_user_data = user;
- s->buflen = sizeof(s->buffer_start);
- s->read_from_callbacks = 1;
- s->img_buffer_original = s->buffer_start;
- stbi__refill_buffer(s);
-}
-
-#ifndef STBI_NO_STDIO
-
-static int stbi__stdio_read(void *user, char *data, int size)
-{
- return (int) fread(data,1,size,(FILE*) user);
-}
-
-static void stbi__stdio_skip(void *user, int n)
-{
- fseek((FILE*) user, n, SEEK_CUR);
-}
-
-static int stbi__stdio_eof(void *user)
-{
- return feof((FILE*) user);
-}
-
-static stbi_io_callbacks stbi__stdio_callbacks =
-{
- stbi__stdio_read,
- stbi__stdio_skip,
- stbi__stdio_eof,
-};
-
-static void stbi__start_file(stbi__context *s, FILE *f)
-{
- stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f);
-}
-
-//static void stop_file(stbi__context *s) { }
-
-#endif // !STBI_NO_STDIO
-
-static void stbi__rewind(stbi__context *s)
-{
- // conceptually rewind SHOULD rewind to the beginning of the stream,
- // but we just rewind to the beginning of the initial buffer, because
- // we only use it after doing 'test', which only ever looks at at most 92 bytes
- s->img_buffer = s->img_buffer_original;
-}
-
-static int stbi__jpeg_test(stbi__context *s);
-static stbi_uc *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__png_test(stbi__context *s);
-static stbi_uc *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__bmp_test(stbi__context *s);
-static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__tga_test(stbi__context *s);
-static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__psd_test(stbi__context *s);
-static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-#ifndef STBI_NO_HDR
-static int stbi__hdr_test(stbi__context *s);
-static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-#endif
-static int stbi__pic_test(stbi__context *s);
-static stbi_uc *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__gif_test(stbi__context *s);
-static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp);
-
-
-// this is not threadsafe
-static const char *stbi__g_failure_reason;
-
-STBIDEF const char *stbi_failure_reason(void)
-{
- return stbi__g_failure_reason;
-}
-
-static int stbi__err(const char *str)
-{
- stbi__g_failure_reason = str;
- return 0;
-}
-
-static void *stbi__malloc(size_t size)
-{
- return malloc(size);
-}
-
-// stbi__err - error
-// stbi__errpf - error returning pointer to float
-// stbi__errpuc - error returning pointer to unsigned char
-
-#ifdef STBI_NO_FAILURE_STRINGS
- #define stbi__err(x,y) 0
-#elif defined(STBI_FAILURE_USERMSG)
- #define stbi__err(x,y) stbi__err(y)
-#else
- #define stbi__err(x,y) stbi__err(x)
-#endif
-
-#define stbi__errpf(x,y) ((float *) (stbi__err(x,y)?NULL:NULL))
-#define stbi__errpuc(x,y) ((unsigned char *) (stbi__err(x,y)?NULL:NULL))
-
-STBIDEF void stbi_image_free(void *retval_from_stbi_load)
-{
- free(retval_from_stbi_load);
-}
-
-#ifndef STBI_NO_HDR
-static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp);
-static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp);
-#endif
-
-static unsigned char *stbi_load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp);
- if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp);
- if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp);
- if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp);
- if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp);
- if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp);
-
- #ifndef STBI_NO_HDR
- if (stbi__hdr_test(s)) {
- float *hdr = stbi__hdr_load(s, x,y,comp,req_comp);
- return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);
- }
- #endif
-
- // test tga last because it's a crappy test!
- if (stbi__tga_test(s))
- return stbi__tga_load(s,x,y,comp,req_comp);
- return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt");
-}
-
-#ifndef STBI_NO_STDIO
-
-FILE *stbi__fopen(char const *filename, char const *mode)
-{
- FILE *f;
-#if defined(_MSC_VER) && _MSC_VER >= 1400
- if (0 != fopen_s(&f, filename, mode))
- f=0;
-#else
- f = fopen(filename, mode);
-#endif
- return f;
-}
-
-
-STBIDEF unsigned char *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp)
-{
- FILE *f = stbi__fopen(filename, "rb");
- unsigned char *result;
- if (!f) return stbi__errpuc("can't fopen", "Unable to open file");
- result = stbi_load_from_file(f,x,y,comp,req_comp);
- fclose(f);
- return result;
-}
-
-STBIDEF unsigned char *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
-{
- unsigned char *result;
- stbi__context s;
- stbi__start_file(&s,f);
- result = stbi_load_main(&s,x,y,comp,req_comp);
- if (result) {
- // need to 'unget' all the characters in the IO buffer
- fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR);
- }
- return result;
-}
-#endif //!STBI_NO_STDIO
-
-STBIDEF unsigned char *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi_load_main(&s,x,y,comp,req_comp);
-}
-
-unsigned char *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi_load_main(&s,x,y,comp,req_comp);
-}
-
-#ifndef STBI_NO_HDR
-
-float *stbi_loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- unsigned char *data;
- #ifndef STBI_NO_HDR
- if (stbi__hdr_test(s))
- return stbi__hdr_load(s,x,y,comp,req_comp);
- #endif
- data = stbi_load_main(s, x, y, comp, req_comp);
- if (data)
- return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);
- return stbi__errpf("unknown image type", "Image not of any known type, or corrupt");
-}
-
-float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-
-float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-
-#ifndef STBI_NO_STDIO
-float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp)
-{
- float *result;
- FILE *f = stbi__fopen(filename, "rb");
- if (!f) return stbi__errpf("can't fopen", "Unable to open file");
- result = stbi_loadf_from_file(f,x,y,comp,req_comp);
- fclose(f);
- return result;
-}
-
-float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_file(&s,f);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-#endif // !STBI_NO_STDIO
-
-#endif // !STBI_NO_HDR
-
-// these is-hdr-or-not is defined independent of whether STBI_NO_HDR is
-// defined, for API simplicity; if STBI_NO_HDR is defined, it always
-// reports false!
-
-int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi__hdr_test(&s);
- #else
- STBI_NOTUSED(buffer);
- STBI_NOTUSED(len);
- return 0;
- #endif
-}
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_is_hdr (char const *filename)
-{
- FILE *f = stbi__fopen(filename, "rb");
- int result=0;
- if (f) {
- result = stbi_is_hdr_from_file(f);
- fclose(f);
- }
- return result;
-}
-
-STBIDEF int stbi_is_hdr_from_file(FILE *f)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_file(&s,f);
- return stbi__hdr_test(&s);
- #else
- return 0;
- #endif
-}
-#endif // !STBI_NO_STDIO
-
-STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi__hdr_test(&s);
- #else
- return 0;
- #endif
-}
-
-#ifndef STBI_NO_HDR
-static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f;
-static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f;
-
-void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; }
-void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; }
-
-void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }
-void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }
-#endif
-
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// Common code used by all image loaders
-//
-
-enum
-{
- SCAN_load=0,
- SCAN_type,
- SCAN_header
-};
-
-static void stbi__refill_buffer(stbi__context *s)
-{
- int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen);
- if (n == 0) {
- // at end of file, treat same as if from memory, but need to handle case
- // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file
- s->read_from_callbacks = 0;
- s->img_buffer = s->buffer_start;
- s->img_buffer_end = s->buffer_start+1;
- *s->img_buffer = 0;
- } else {
- s->img_buffer = s->buffer_start;
- s->img_buffer_end = s->buffer_start + n;
- }
-}
-
-stbi_inline static stbi_uc stbi__get8(stbi__context *s)
-{
- if (s->img_buffer < s->img_buffer_end)
- return *s->img_buffer++;
- if (s->read_from_callbacks) {
- stbi__refill_buffer(s);
- return *s->img_buffer++;
- }
- return 0;
-}
-
-stbi_inline static int stbi__at_eof(stbi__context *s)
-{
- if (s->io.read) {
- if (!(s->io.eof)(s->io_user_data)) return 0;
- // if feof() is true, check if buffer = end
- // special case: we've only got the special 0 character at the end
- if (s->read_from_callbacks == 0) return 1;
- }
-
- return s->img_buffer >= s->img_buffer_end;
-}
-
-static void stbi__skip(stbi__context *s, int n)
-{
- if (s->io.read) {
- int blen = (int) (s->img_buffer_end - s->img_buffer);
- if (blen < n) {
- s->img_buffer = s->img_buffer_end;
- (s->io.skip)(s->io_user_data, n - blen);
- return;
- }
- }
- s->img_buffer += n;
-}
-
-static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n)
-{
- if (s->io.read) {
- int blen = (int) (s->img_buffer_end - s->img_buffer);
- if (blen < n) {
- int res, count;
-
- memcpy(buffer, s->img_buffer, blen);
-
- count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen);
- res = (count == (n-blen));
- s->img_buffer = s->img_buffer_end;
- return res;
- }
- }
-
- if (s->img_buffer+n <= s->img_buffer_end) {
- memcpy(buffer, s->img_buffer, n);
- s->img_buffer += n;
- return 1;
- } else
- return 0;
-}
-
-static int stbi__get16be(stbi__context *s)
-{
- int z = stbi__get8(s);
- return (z << 8) + stbi__get8(s);
-}
-
-static stbi__uint32 stbi__get32be(stbi__context *s)
-{
- stbi__uint32 z = stbi__get16be(s);
- return (z << 16) + stbi__get16be(s);
-}
-
-static int stbi__get16le(stbi__context *s)
-{
- int z = stbi__get8(s);
- return z + (stbi__get8(s) << 8);
-}
-
-static stbi__uint32 stbi__get32le(stbi__context *s)
-{
- stbi__uint32 z = stbi__get16le(s);
- return z + (stbi__get16le(s) << 16);
-}
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// generic converter from built-in img_n to req_comp
-// individual types do this automatically as much as possible (e.g. jpeg
-// does all cases internally since it needs to colorspace convert anyway,
-// and it never has alpha, so very few cases ). png can automatically
-// interleave an alpha=255 channel, but falls back to this for other cases
-//
-// assume data buffer is malloced, so malloc a new one and free that one
-// only failure mode is malloc failing
-
-static stbi_uc stbi__compute_y(int r, int g, int b)
-{
- return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8);
-}
-
-static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y)
-{
- int i,j;
- unsigned char *good;
-
- if (req_comp == img_n) return data;
- STBI_ASSERT(req_comp >= 1 && req_comp <= 4);
-
- good = (unsigned char *) stbi__malloc(req_comp * x * y);
- if (good == NULL) {
- free(data);
- return stbi__errpuc("outofmem", "Out of memory");
- }
-
- for (j=0; j < (int) y; ++j) {
- unsigned char *src = data + j * x * img_n ;
- unsigned char *dest = good + j * x * req_comp;
-
- #define COMBO(a,b) ((a)*8+(b))
- #define CASE(a,b) case COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)
- // convert source image with img_n components to one with req_comp components;
- // avoid switch per pixel, so use switch per scanline and massive macros
- switch (COMBO(img_n, req_comp)) {
- CASE(1,2) dest[0]=src[0], dest[1]=255; break;
- CASE(1,3) dest[0]=dest[1]=dest[2]=src[0]; break;
- CASE(1,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=255; break;
- CASE(2,1) dest[0]=src[0]; break;
- CASE(2,3) dest[0]=dest[1]=dest[2]=src[0]; break;
- CASE(2,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=src[1]; break;
- CASE(3,4) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2],dest[3]=255; break;
- CASE(3,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
- CASE(3,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = 255; break;
- CASE(4,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
- CASE(4,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = src[3]; break;
- CASE(4,3) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2]; break;
- default: STBI_ASSERT(0);
- }
- #undef CASE
- }
-
- free(data);
- return good;
-}
-
-#ifndef STBI_NO_HDR
-static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp)
-{
- int i,k,n;
- float *output = (float *) stbi__malloc(x * y * comp * sizeof(float));
- if (output == NULL) { free(data); return stbi__errpf("outofmem", "Out of memory"); }
- // compute number of non-alpha components
- if (comp & 1) n = comp; else n = comp-1;
- for (i=0; i < x*y; ++i) {
- for (k=0; k < n; ++k) {
- output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale);
- }
- if (k < comp) output[i*comp + k] = data[i*comp+k]/255.0f;
- }
- free(data);
- return output;
-}
-
-#define stbi__float2int(x) ((int) (x))
-static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp)
-{
- int i,k,n;
- stbi_uc *output = (stbi_uc *) stbi__malloc(x * y * comp);
- if (output == NULL) { free(data); return stbi__errpuc("outofmem", "Out of memory"); }
- // compute number of non-alpha components
- if (comp & 1) n = comp; else n = comp-1;
- for (i=0; i < x*y; ++i) {
- for (k=0; k < n; ++k) {
- float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;
- if (z < 0) z = 0;
- if (z > 255) z = 255;
- output[i*comp + k] = (stbi_uc) stbi__float2int(z);
- }
- if (k < comp) {
- float z = data[i*comp+k] * 255 + 0.5f;
- if (z < 0) z = 0;
- if (z > 255) z = 255;
- output[i*comp + k] = (stbi_uc) stbi__float2int(z);
- }
- }
- free(data);
- return output;
-}
-#endif
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// "baseline" JPEG/JFIF decoder (not actually fully baseline implementation)
-//
-// simple implementation
-// - channel subsampling of at most 2 in each dimension
-// - doesn't support delayed output of y-dimension
-// - simple interface (only one output format: 8-bit interleaved RGB)
-// - doesn't try to recover corrupt jpegs
-// - doesn't allow partial loading, loading multiple at once
-// - still fast on x86 (copying globals into locals doesn't help x86)
-// - allocates lots of intermediate memory (full size of all components)
-// - non-interleaved case requires this anyway
-// - allows good upsampling (see next)
-// high-quality
-// - upsampled channels are bilinearly interpolated, even across blocks
-// - quality integer IDCT derived from IJG's 'slow'
-// performance
-// - fast huffman; reasonable integer IDCT
-// - uses a lot of intermediate memory, could cache poorly
-// - load http://nothings.org/remote/anemones.jpg 3 times on 2.8Ghz P4
-// stb_jpeg: 1.34 seconds (MSVC6, default release build)
-// stb_jpeg: 1.06 seconds (MSVC6, processor = Pentium Pro)
-// IJL11.dll: 1.08 seconds (compiled by intel)
-// IJG 1998: 0.98 seconds (MSVC6, makefile provided by IJG)
-// IJG 1998: 0.95 seconds (MSVC6, makefile + proc=PPro)
-
-// huffman decoding acceleration
-#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache
-
-typedef struct
-{
- stbi_uc fast[1 << FAST_BITS];
- // weirdly, repacking this into AoS is a 10% speed loss, instead of a win
- stbi__uint16 code[256];
- stbi_uc values[256];
- stbi_uc size[257];
- unsigned int maxcode[18];
- int delta[17]; // old 'firstsymbol' - old 'firstcode'
-} stbi__huffman;
-
-typedef struct
-{
- #ifdef STBI_SIMD
- unsigned short dequant2[4][64];
- #endif
- stbi__context *s;
- stbi__huffman huff_dc[4];
- stbi__huffman huff_ac[4];
- stbi_uc dequant[4][64];
-
-// sizes for components, interleaved MCUs
- int img_h_max, img_v_max;
- int img_mcu_x, img_mcu_y;
- int img_mcu_w, img_mcu_h;
-
-// definition of jpeg image component
- struct
- {
- int id;
- int h,v;
- int tq;
- int hd,ha;
- int dc_pred;
-
- int x,y,w2,h2;
- stbi_uc *data;
- void *raw_data;
- stbi_uc *linebuf;
- } img_comp[4];
-
- stbi__uint32 code_buffer; // jpeg entropy-coded buffer
- int code_bits; // number of valid bits
- unsigned char marker; // marker seen while filling entropy buffer
- int nomore; // flag if we saw a marker so must stop
-
- int scan_n, order[4];
- int restart_interval, todo;
-} stbi__jpeg;
-
-static int stbi__build_huffman(stbi__huffman *h, int *count)
-{
- int i,j,k=0,code;
- // build size list for each symbol (from JPEG spec)
- for (i=0; i < 16; ++i)
- for (j=0; j < count[i]; ++j)
- h->size[k++] = (stbi_uc) (i+1);
- h->size[k] = 0;
-
- // compute actual symbols (from jpeg spec)
- code = 0;
- k = 0;
- for(j=1; j <= 16; ++j) {
- // compute delta to add to code to compute symbol id
- h->delta[j] = k - code;
- if (h->size[k] == j) {
- while (h->size[k] == j)
- h->code[k++] = (stbi__uint16) (code++);
- if (code-1 >= (1 << j)) return stbi__err("bad code lengths","Corrupt JPEG");
- }
- // compute largest code + 1 for this size, preshifted as needed later
- h->maxcode[j] = code << (16-j);
- code <<= 1;
- }
- h->maxcode[j] = 0xffffffff;
-
- // build non-spec acceleration table; 255 is flag for not-accelerated
- memset(h->fast, 255, 1 << FAST_BITS);
- for (i=0; i < k; ++i) {
- int s = h->size[i];
- if (s <= FAST_BITS) {
- int c = h->code[i] << (FAST_BITS-s);
- int m = 1 << (FAST_BITS-s);
- for (j=0; j < m; ++j) {
- h->fast[c+j] = (stbi_uc) i;
- }
- }
- }
- return 1;
-}
-
-static void stbi__grow_buffer_unsafe(stbi__jpeg *j)
-{
- do {
- int b = j->nomore ? 0 : stbi__get8(j->s);
- if (b == 0xff) {
- int c = stbi__get8(j->s);
- if (c != 0) {
- j->marker = (unsigned char) c;
- j->nomore = 1;
- return;
- }
- }
- j->code_buffer |= b << (24 - j->code_bits);
- j->code_bits += 8;
- } while (j->code_bits <= 24);
-}
-
-// (1 << n) - 1
-static stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535};
-
-// decode a jpeg huffman value from the bitstream
-stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h)
-{
- unsigned int temp;
- int c,k;
-
- if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
-
- // look at the top FAST_BITS and determine what symbol ID it is,
- // if the code is <= FAST_BITS
- c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
- k = h->fast[c];
- if (k < 255) {
- int s = h->size[k];
- if (s > j->code_bits)
- return -1;
- j->code_buffer <<= s;
- j->code_bits -= s;
- return h->values[k];
- }
-
- // naive test is to shift the code_buffer down so k bits are
- // valid, then test against maxcode. To speed this up, we've
- // preshifted maxcode left so that it has (16-k) 0s at the
- // end; in other words, regardless of the number of bits, it
- // wants to be compared against something shifted to have 16;
- // that way we don't need to shift inside the loop.
- temp = j->code_buffer >> 16;
- for (k=FAST_BITS+1 ; ; ++k)
- if (temp < h->maxcode[k])
- break;
- if (k == 17) {
- // error! code not found
- j->code_bits -= 16;
- return -1;
- }
-
- if (k > j->code_bits)
- return -1;
-
- // convert the huffman code to the symbol id
- c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];
- STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);
-
- // convert the id to a symbol
- j->code_bits -= k;
- j->code_buffer <<= k;
- return h->values[c];
-}
-
-// combined JPEG 'receive' and JPEG 'extend', since baseline
-// always extends everything it receives.
-stbi_inline static int stbi__extend_receive(stbi__jpeg *j, int n)
-{
- unsigned int m = 1 << (n-1);
- unsigned int k;
- if (j->code_bits < n) stbi__grow_buffer_unsafe(j);
-
- #if 1
- k = stbi_lrot(j->code_buffer, n);
- j->code_buffer = k & ~stbi__bmask[n];
- k &= stbi__bmask[n];
- j->code_bits -= n;
- #else
- k = (j->code_buffer >> (32 - n)) & stbi__bmask[n];
- j->code_bits -= n;
- j->code_buffer <<= n;
- #endif
- // the following test is probably a random branch that won't
- // predict well. I tried to table accelerate it but failed.
- // maybe it's compiling as a conditional move?
- if (k < m)
- return (-1 << n) + k + 1;
- else
- return k;
-}
-
-// given a value that's at position X in the zigzag stream,
-// where does it appear in the 8x8 matrix coded as row-major?
-static stbi_uc stbi__jpeg_dezigzag[64+15] =
-{
- 0, 1, 8, 16, 9, 2, 3, 10,
- 17, 24, 32, 25, 18, 11, 4, 5,
- 12, 19, 26, 33, 40, 48, 41, 34,
- 27, 20, 13, 6, 7, 14, 21, 28,
- 35, 42, 49, 56, 57, 50, 43, 36,
- 29, 22, 15, 23, 30, 37, 44, 51,
- 58, 59, 52, 45, 38, 31, 39, 46,
- 53, 60, 61, 54, 47, 55, 62, 63,
- // let corrupt input sample past end
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63
-};
-
-// decode one 64-entry block--
-static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, int b)
-{
- int diff,dc,k;
- int t = stbi__jpeg_huff_decode(j, hdc);
- if (t < 0) return stbi__err("bad huffman code","Corrupt JPEG");
-
- // 0 all the ac values now so we can do it 32-bits at a time
- memset(data,0,64*sizeof(data[0]));
-
- diff = t ? stbi__extend_receive(j, t) : 0;
- dc = j->img_comp[b].dc_pred + diff;
- j->img_comp[b].dc_pred = dc;
- data[0] = (short) dc;
-
- // decode AC components, see JPEG spec
- k = 1;
- do {
- int r,s;
- int rs = stbi__jpeg_huff_decode(j, hac);
- if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
- s = rs & 15;
- r = rs >> 4;
- if (s == 0) {
- if (rs != 0xf0) break; // end block
- k += 16;
- } else {
- k += r;
- // decode into unzigzag'd location
- data[stbi__jpeg_dezigzag[k++]] = (short) stbi__extend_receive(j,s);
- }
- } while (k < 64);
- return 1;
-}
-
-// take a -128..127 value and stbi__clamp it and convert to 0..255
-stbi_inline static stbi_uc stbi__clamp(int x)
-{
- // trick to use a single test to catch both cases
- if ((unsigned int) x > 255) {
- if (x < 0) return 0;
- if (x > 255) return 255;
- }
- return (stbi_uc) x;
-}
-
-#define stbi__f2f(x) (int) (((x) * 4096 + 0.5))
-#define stbi__fsh(x) ((x) << 12)
-
-// derived from jidctint -- DCT_ISLOW
-#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \
- int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \
- p2 = s2; \
- p3 = s6; \
- p1 = (p2+p3) * stbi__f2f(0.5411961f); \
- t2 = p1 + p3*stbi__f2f(-1.847759065f); \
- t3 = p1 + p2*stbi__f2f( 0.765366865f); \
- p2 = s0; \
- p3 = s4; \
- t0 = stbi__fsh(p2+p3); \
- t1 = stbi__fsh(p2-p3); \
- x0 = t0+t3; \
- x3 = t0-t3; \
- x1 = t1+t2; \
- x2 = t1-t2; \
- t0 = s7; \
- t1 = s5; \
- t2 = s3; \
- t3 = s1; \
- p3 = t0+t2; \
- p4 = t1+t3; \
- p1 = t0+t3; \
- p2 = t1+t2; \
- p5 = (p3+p4)*stbi__f2f( 1.175875602f); \
- t0 = t0*stbi__f2f( 0.298631336f); \
- t1 = t1*stbi__f2f( 2.053119869f); \
- t2 = t2*stbi__f2f( 3.072711026f); \
- t3 = t3*stbi__f2f( 1.501321110f); \
- p1 = p5 + p1*stbi__f2f(-0.899976223f); \
- p2 = p5 + p2*stbi__f2f(-2.562915447f); \
- p3 = p3*stbi__f2f(-1.961570560f); \
- p4 = p4*stbi__f2f(-0.390180644f); \
- t3 += p1+p4; \
- t2 += p2+p3; \
- t1 += p2+p4; \
- t0 += p1+p3;
-
-#ifdef STBI_SIMD
-typedef unsigned short stbi_dequantize_t;
-#else
-typedef stbi_uc stbi_dequantize_t;
-#endif
-
-// .344 seconds on 3*anemones.jpg
-static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64], stbi_dequantize_t *dequantize)
-{
- int i,val[64],*v=val;
- stbi_dequantize_t *dq = dequantize;
- stbi_uc *o;
- short *d = data;
-
- // columns
- for (i=0; i < 8; ++i,++d,++dq, ++v) {
- // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing
- if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0
- && d[40]==0 && d[48]==0 && d[56]==0) {
- // no shortcut 0 seconds
- // (1|2|3|4|5|6|7)==0 0 seconds
- // all separate -0.047 seconds
- // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds
- int dcterm = d[0] * dq[0] << 2;
- v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;
- } else {
- STBI__IDCT_1D(d[ 0]*dq[ 0],d[ 8]*dq[ 8],d[16]*dq[16],d[24]*dq[24],
- d[32]*dq[32],d[40]*dq[40],d[48]*dq[48],d[56]*dq[56])
- // constants scaled things up by 1<<12; let's bring them back
- // down, but keep 2 extra bits of precision
- x0 += 512; x1 += 512; x2 += 512; x3 += 512;
- v[ 0] = (x0+t3) >> 10;
- v[56] = (x0-t3) >> 10;
- v[ 8] = (x1+t2) >> 10;
- v[48] = (x1-t2) >> 10;
- v[16] = (x2+t1) >> 10;
- v[40] = (x2-t1) >> 10;
- v[24] = (x3+t0) >> 10;
- v[32] = (x3-t0) >> 10;
- }
- }
-
- for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) {
- // no fast case since the first 1D IDCT spread components out
- STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7])
- // constants scaled things up by 1<<12, plus we had 1<<2 from first
- // loop, plus horizontal and vertical each scale by sqrt(8) so together
- // we've got an extra 1<<3, so 1<<17 total we need to remove.
- // so we want to round that, which means adding 0.5 * 1<<17,
- // aka 65536. Also, we'll end up with -128 to 127 that we want
- // to encode as 0..255 by adding 128, so we'll add that before the shift
- x0 += 65536 + (128<<17);
- x1 += 65536 + (128<<17);
- x2 += 65536 + (128<<17);
- x3 += 65536 + (128<<17);
- // tried computing the shifts into temps, or'ing the temps to see
- // if any were out of range, but that was slower
- o[0] = stbi__clamp((x0+t3) >> 17);
- o[7] = stbi__clamp((x0-t3) >> 17);
- o[1] = stbi__clamp((x1+t2) >> 17);
- o[6] = stbi__clamp((x1-t2) >> 17);
- o[2] = stbi__clamp((x2+t1) >> 17);
- o[5] = stbi__clamp((x2-t1) >> 17);
- o[3] = stbi__clamp((x3+t0) >> 17);
- o[4] = stbi__clamp((x3-t0) >> 17);
- }
-}
-
-#ifdef STBI_SIMD
-static stbi_idct_8x8 stbi__idct_installed = stbi__idct_block;
-
-STBIDEF void stbi_install_idct(stbi_idct_8x8 func)
-{
- stbi__idct_installed = func;
-}
-#endif
-
-#define STBI__MARKER_none 0xff
-// if there's a pending marker from the entropy stream, return that
-// otherwise, fetch from the stream and get a marker. if there's no
-// marker, return 0xff, which is never a valid marker value
-static stbi_uc stbi__get_marker(stbi__jpeg *j)
-{
- stbi_uc x;
- if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }
- x = stbi__get8(j->s);
- if (x != 0xff) return STBI__MARKER_none;
- while (x == 0xff)
- x = stbi__get8(j->s);
- return x;
-}
-
-// in each scan, we'll have scan_n components, and the order
-// of the components is specified by order[]
-#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7)
-
-// after a restart interval, stbi__jpeg_reset the entropy decoder and
-// the dc prediction
-static void stbi__jpeg_reset(stbi__jpeg *j)
-{
- j->code_bits = 0;
- j->code_buffer = 0;
- j->nomore = 0;
- j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = 0;
- j->marker = STBI__MARKER_none;
- j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;
- // no more than 1<<31 MCUs if no restart_interal? that's plenty safe,
- // since we don't even allow 1<<30 pixels
-}
-
-static int stbi__parse_entropy_coded_data(stbi__jpeg *z)
-{
- stbi__jpeg_reset(z);
- if (z->scan_n == 1) {
- int i,j;
- #ifdef STBI_SIMD
- __declspec(align(16))
- #endif
- short data[64];
- int n = z->order[0];
- // non-interleaved data, we just need to process one block at a time,
- // in trivial scanline order
- // number of blocks to do just depends on how many actual "pixels" this
- // component has, independent of interleaved MCU blocking and such
- int w = (z->img_comp[n].x+7) >> 3;
- int h = (z->img_comp[n].y+7) >> 3;
- for (j=0; j < h; ++j) {
- for (i=0; i < w; ++i) {
- if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+z->img_comp[n].ha, n)) return 0;
- #ifdef STBI_SIMD
- stbi__idct_installed(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data, z->dequant2[z->img_comp[n].tq]);
- #else
- stbi__idct_block(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data, z->dequant[z->img_comp[n].tq]);
- #endif
- // every data block is an MCU, so countdown the restart interval
- if (--z->todo <= 0) {
- if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
- // if it's NOT a restart, then just bail, so we get corrupt data
- // rather than no data
- if (!STBI__RESTART(z->marker)) return 1;
- stbi__jpeg_reset(z);
- }
- }
- }
- } else { // interleaved!
- int i,j,k,x,y;
- short data[64];
- for (j=0; j < z->img_mcu_y; ++j) {
- for (i=0; i < z->img_mcu_x; ++i) {
- // scan an interleaved mcu... process scan_n components in order
- for (k=0; k < z->scan_n; ++k) {
- int n = z->order[k];
- // scan out an mcu's worth of this component; that's just determined
- // by the basic H and V specified for the component
- for (y=0; y < z->img_comp[n].v; ++y) {
- for (x=0; x < z->img_comp[n].h; ++x) {
- int x2 = (i*z->img_comp[n].h + x)*8;
- int y2 = (j*z->img_comp[n].v + y)*8;
- if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+z->img_comp[n].ha, n)) return 0;
- #ifdef STBI_SIMD
- stbi__idct_installed(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data, z->dequant2[z->img_comp[n].tq]);
- #else
- stbi__idct_block(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data, z->dequant[z->img_comp[n].tq]);
- #endif
- }
- }
- }
- // after all interleaved components, that's an interleaved MCU,
- // so now count down the restart interval
- if (--z->todo <= 0) {
- if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
- // if it's NOT a restart, then just bail, so we get corrupt data
- // rather than no data
- if (!STBI__RESTART(z->marker)) return 1;
- stbi__jpeg_reset(z);
- }
- }
- }
- }
- return 1;
-}
-
-static int stbi__process_marker(stbi__jpeg *z, int m)
-{
- int L;
- switch (m) {
- case STBI__MARKER_none: // no marker found
- return stbi__err("expected marker","Corrupt JPEG");
-
- case 0xC2: // stbi__SOF - progressive
- return stbi__err("progressive jpeg","JPEG format not supported (progressive)");
-
- case 0xDD: // DRI - specify restart interval
- if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG");
- z->restart_interval = stbi__get16be(z->s);
- return 1;
-
- case 0xDB: // DQT - define quantization table
- L = stbi__get16be(z->s)-2;
- while (L > 0) {
- int q = stbi__get8(z->s);
- int p = q >> 4;
- int t = q & 15,i;
- if (p != 0) return stbi__err("bad DQT type","Corrupt JPEG");
- if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG");
- for (i=0; i < 64; ++i)
- z->dequant[t][stbi__jpeg_dezigzag[i]] = stbi__get8(z->s);
- #ifdef STBI_SIMD
- for (i=0; i < 64; ++i)
- z->dequant2[t][i] = z->dequant[t][i];
- #endif
- L -= 65;
- }
- return L==0;
-
- case 0xC4: // DHT - define huffman table
- L = stbi__get16be(z->s)-2;
- while (L > 0) {
- stbi_uc *v;
- int sizes[16],i,n=0;
- int q = stbi__get8(z->s);
- int tc = q >> 4;
- int th = q & 15;
- if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG");
- for (i=0; i < 16; ++i) {
- sizes[i] = stbi__get8(z->s);
- n += sizes[i];
- }
- L -= 17;
- if (tc == 0) {
- if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0;
- v = z->huff_dc[th].values;
- } else {
- if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0;
- v = z->huff_ac[th].values;
- }
- for (i=0; i < n; ++i)
- v[i] = stbi__get8(z->s);
- L -= n;
- }
- return L==0;
- }
- // check for comment block or APP blocks
- if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {
- stbi__skip(z->s, stbi__get16be(z->s)-2);
- return 1;
- }
- return 0;
-}
-
-// after we see stbi__SOS
-static int stbi__process_scan_header(stbi__jpeg *z)
-{
- int i;
- int Ls = stbi__get16be(z->s);
- z->scan_n = stbi__get8(z->s);
- if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad stbi__SOS component count","Corrupt JPEG");
- if (Ls != 6+2*z->scan_n) return stbi__err("bad stbi__SOS len","Corrupt JPEG");
- for (i=0; i < z->scan_n; ++i) {
- int id = stbi__get8(z->s), which;
- int q = stbi__get8(z->s);
- for (which = 0; which < z->s->img_n; ++which)
- if (z->img_comp[which].id == id)
- break;
- if (which == z->s->img_n) return 0;
- z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG");
- z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG");
- z->order[i] = which;
- }
- if (stbi__get8(z->s) != 0) return stbi__err("bad stbi__SOS","Corrupt JPEG");
- stbi__get8(z->s); // should be 63, but might be 0
- if (stbi__get8(z->s) != 0) return stbi__err("bad stbi__SOS","Corrupt JPEG");
-
- return 1;
-}
-
-static int stbi__process_frame_header(stbi__jpeg *z, int scan)
-{
- stbi__context *s = z->s;
- int Lf,p,i,q, h_max=1,v_max=1,c;
- Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad stbi__SOF len","Corrupt JPEG"); // JPEG
- p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline
- s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG
- s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires
- c = stbi__get8(s);
- if (c != 3 && c != 1) return stbi__err("bad component count","Corrupt JPEG"); // JFIF requires
- s->img_n = c;
- for (i=0; i < c; ++i) {
- z->img_comp[i].data = NULL;
- z->img_comp[i].linebuf = NULL;
- }
-
- if (Lf != 8+3*s->img_n) return stbi__err("bad stbi__SOF len","Corrupt JPEG");
-
- for (i=0; i < s->img_n; ++i) {
- z->img_comp[i].id = stbi__get8(s);
- if (z->img_comp[i].id != i+1) // JFIF requires
- if (z->img_comp[i].id != i) // some version of jpegtran outputs non-JFIF-compliant files!
- return stbi__err("bad component ID","Corrupt JPEG");
- q = stbi__get8(s);
- z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG");
- z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG");
- z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG");
- }
-
- if (scan != SCAN_load) return 1;
-
- if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
-
- for (i=0; i < s->img_n; ++i) {
- if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;
- if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;
- }
-
- // compute interleaved mcu info
- z->img_h_max = h_max;
- z->img_v_max = v_max;
- z->img_mcu_w = h_max * 8;
- z->img_mcu_h = v_max * 8;
- z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w;
- z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h;
-
- for (i=0; i < s->img_n; ++i) {
- // number of effective pixels (e.g. for non-interleaved MCU)
- z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max;
- z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max;
- // to simplify generation, we'll allocate enough memory to decode
- // the bogus oversized data from using interleaved MCUs and their
- // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't
- // discard the extra data until colorspace conversion
- z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;
- z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;
- z->img_comp[i].raw_data = stbi__malloc(z->img_comp[i].w2 * z->img_comp[i].h2+15);
- if (z->img_comp[i].raw_data == NULL) {
- for(--i; i >= 0; --i) {
- free(z->img_comp[i].raw_data);
- z->img_comp[i].data = NULL;
- }
- return stbi__err("outofmem", "Out of memory");
- }
- // align blocks for installable-idct using mmx/sse
- z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15);
- z->img_comp[i].linebuf = NULL;
- }
-
- return 1;
-}
-
-// use comparisons since in some cases we handle more than one case (e.g. stbi__SOF)
-#define stbi__DNL(x) ((x) == 0xdc)
-#define stbi__SOI(x) ((x) == 0xd8)
-#define stbi__EOI(x) ((x) == 0xd9)
-#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1)
-#define stbi__SOS(x) ((x) == 0xda)
-
-static int decode_jpeg_header(stbi__jpeg *z, int scan)
-{
- int m;
- z->marker = STBI__MARKER_none; // initialize cached marker to empty
- m = stbi__get_marker(z);
- if (!stbi__SOI(m)) return stbi__err("no stbi__SOI","Corrupt JPEG");
- if (scan == SCAN_type) return 1;
- m = stbi__get_marker(z);
- while (!stbi__SOF(m)) {
- if (!stbi__process_marker(z,m)) return 0;
- m = stbi__get_marker(z);
- while (m == STBI__MARKER_none) {
- // some files have extra padding after their blocks, so ok, we'll scan
- if (stbi__at_eof(z->s)) return stbi__err("no stbi__SOF", "Corrupt JPEG");
- m = stbi__get_marker(z);
- }
- }
- if (!stbi__process_frame_header(z, scan)) return 0;
- return 1;
-}
-
-static int decode_jpeg_image(stbi__jpeg *j)
-{
- int m;
- j->restart_interval = 0;
- if (!decode_jpeg_header(j, SCAN_load)) return 0;
- m = stbi__get_marker(j);
- while (!stbi__EOI(m)) {
- if (stbi__SOS(m)) {
- if (!stbi__process_scan_header(j)) return 0;
- if (!stbi__parse_entropy_coded_data(j)) return 0;
- if (j->marker == STBI__MARKER_none ) {
- // handle 0s at the end of image data from IP Kamera 9060
- while (!stbi__at_eof(j->s)) {
- int x = stbi__get8(j->s);
- if (x == 255) {
- j->marker = stbi__get8(j->s);
- break;
- } else if (x != 0) {
- return 0;
- }
- }
- // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0
- }
- } else {
- if (!stbi__process_marker(j, m)) return 0;
- }
- m = stbi__get_marker(j);
- }
- return 1;
-}
-
-// static jfif-centered resampling (across block boundaries)
-
-typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1,
- int w, int hs);
-
-#define stbi__div4(x) ((stbi_uc) ((x) >> 2))
-
-static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- STBI_NOTUSED(out);
- STBI_NOTUSED(in_far);
- STBI_NOTUSED(w);
- STBI_NOTUSED(hs);
- return in_near;
-}
-
-static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate two samples vertically for every one in input
- int i;
- STBI_NOTUSED(hs);
- for (i=0; i < w; ++i)
- out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2);
- return out;
-}
-
-static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate two samples horizontally for every one in input
- int i;
- stbi_uc *input = in_near;
-
- if (w == 1) {
- // if only one sample, can't do any interpolation
- out[0] = out[1] = input[0];
- return out;
- }
-
- out[0] = input[0];
- out[1] = stbi__div4(input[0]*3 + input[1] + 2);
- for (i=1; i < w-1; ++i) {
- int n = 3*input[i]+2;
- out[i*2+0] = stbi__div4(n+input[i-1]);
- out[i*2+1] = stbi__div4(n+input[i+1]);
- }
- out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2);
- out[i*2+1] = input[w-1];
-
- STBI_NOTUSED(in_far);
- STBI_NOTUSED(hs);
-
- return out;
-}
-
-#define stbi__div16(x) ((stbi_uc) ((x) >> 4))
-
-static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate 2x2 samples for every one in input
- int i,t0,t1;
- if (w == 1) {
- out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
- return out;
- }
-
- t1 = 3*in_near[0] + in_far[0];
- out[0] = stbi__div4(t1+2);
- for (i=1; i < w; ++i) {
- t0 = t1;
- t1 = 3*in_near[i]+in_far[i];
- out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
- out[i*2 ] = stbi__div16(3*t1 + t0 + 8);
- }
- out[w*2-1] = stbi__div4(t1+2);
-
- STBI_NOTUSED(hs);
-
- return out;
-}
-
-static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // resample with nearest-neighbor
- int i,j;
- STBI_NOTUSED(in_far);
- for (i=0; i < w; ++i)
- for (j=0; j < hs; ++j)
- out[i*hs+j] = in_near[i];
- return out;
-}
-
-#define float2fixed(x) ((int) ((x) * 65536 + 0.5))
-
-// 0.38 seconds on 3*anemones.jpg (0.25 with processor = Pro)
-// VC6 without processor=Pro is generating multiple LEAs per multiply!
-static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)
-{
- int i;
- for (i=0; i < count; ++i) {
- int y_fixed = (y[i] << 16) + 32768; // rounding
- int r,g,b;
- int cr = pcr[i] - 128;
- int cb = pcb[i] - 128;
- r = y_fixed + cr*float2fixed(1.40200f);
- g = y_fixed - cr*float2fixed(0.71414f) - cb*float2fixed(0.34414f);
- b = y_fixed + cb*float2fixed(1.77200f);
- r >>= 16;
- g >>= 16;
- b >>= 16;
- if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
- if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
- if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
- out[0] = (stbi_uc)r;
- out[1] = (stbi_uc)g;
- out[2] = (stbi_uc)b;
- out[3] = 255;
- out += step;
- }
-}
-
-#ifdef STBI_SIMD
-static stbi_YCbCr_to_RGB_run stbi__YCbCr_installed = stbi__YCbCr_to_RGB_row;
-
-STBIDEF void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func)
-{
- stbi__YCbCr_installed = func;
-}
-#endif
-
-
-// clean up the temporary component buffers
-static void stbi__cleanup_jpeg(stbi__jpeg *j)
-{
- int i;
- for (i=0; i < j->s->img_n; ++i) {
- if (j->img_comp[i].raw_data) {
- free(j->img_comp[i].raw_data);
- j->img_comp[i].raw_data = NULL;
- j->img_comp[i].data = NULL;
- }
- if (j->img_comp[i].linebuf) {
- free(j->img_comp[i].linebuf);
- j->img_comp[i].linebuf = NULL;
- }
- }
-}
-
-typedef struct
-{
- resample_row_func resample;
- stbi_uc *line0,*line1;
- int hs,vs; // expansion factor in each axis
- int w_lores; // horizontal pixels pre-expansion
- int ystep; // how far through vertical expansion we are
- int ypos; // which pre-expansion row we're on
-} stbi__resample;
-
-static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp)
-{
- int n, decode_n;
- z->s->img_n = 0; // make stbi__cleanup_jpeg safe
-
- // validate req_comp
- if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
-
- // load a jpeg image from whichever source
- if (!decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }
-
- // determine actual number of components to generate
- n = req_comp ? req_comp : z->s->img_n;
-
- if (z->s->img_n == 3 && n < 3)
- decode_n = 1;
- else
- decode_n = z->s->img_n;
-
- // resample and color-convert
- {
- int k;
- unsigned int i,j;
- stbi_uc *output;
- stbi_uc *coutput[4];
-
- stbi__resample res_comp[4];
-
- for (k=0; k < decode_n; ++k) {
- stbi__resample *r = &res_comp[k];
-
- // allocate line buffer big enough for upsampling off the edges
- // with upsample factor of 4
- z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3);
- if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
-
- r->hs = z->img_h_max / z->img_comp[k].h;
- r->vs = z->img_v_max / z->img_comp[k].v;
- r->ystep = r->vs >> 1;
- r->w_lores = (z->s->img_x + r->hs-1) / r->hs;
- r->ypos = 0;
- r->line0 = r->line1 = z->img_comp[k].data;
-
- if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;
- else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;
- else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;
- else if (r->hs == 2 && r->vs == 2) r->resample = stbi__resample_row_hv_2;
- else r->resample = stbi__resample_row_generic;
- }
-
- // can't error after this so, this is safe
- output = (stbi_uc *) stbi__malloc(n * z->s->img_x * z->s->img_y + 1);
- if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
-
- // now go ahead and resample
- for (j=0; j < z->s->img_y; ++j) {
- stbi_uc *out = output + n * z->s->img_x * j;
- for (k=0; k < decode_n; ++k) {
- stbi__resample *r = &res_comp[k];
- int y_bot = r->ystep >= (r->vs >> 1);
- coutput[k] = r->resample(z->img_comp[k].linebuf,
- y_bot ? r->line1 : r->line0,
- y_bot ? r->line0 : r->line1,
- r->w_lores, r->hs);
- if (++r->ystep >= r->vs) {
- r->ystep = 0;
- r->line0 = r->line1;
- if (++r->ypos < z->img_comp[k].y)
- r->line1 += z->img_comp[k].w2;
- }
- }
- if (n >= 3) {
- stbi_uc *y = coutput[0];
- if (z->s->img_n == 3) {
- #ifdef STBI_SIMD
- stbi__YCbCr_installed(out, y, coutput[1], coutput[2], z->s->img_x, n);
- #else
- stbi__YCbCr_to_RGB_row(out, y, coutput[1], coutput[2], z->s->img_x, n);
- #endif
- } else
- for (i=0; i < z->s->img_x; ++i) {
- out[0] = out[1] = out[2] = y[i];
- out[3] = 255; // not used if n==3
- out += n;
- }
- } else {
- stbi_uc *y = coutput[0];
- if (n == 1)
- for (i=0; i < z->s->img_x; ++i) out[i] = y[i];
- else
- for (i=0; i < z->s->img_x; ++i) *out++ = y[i], *out++ = 255;
- }
- }
- stbi__cleanup_jpeg(z);
- *out_x = z->s->img_x;
- *out_y = z->s->img_y;
- if (comp) *comp = z->s->img_n; // report original components, not output
- return output;
- }
-}
-
-static unsigned char *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi__jpeg j;
- j.s = s;
- return load_jpeg_image(&j, x,y,comp,req_comp);
-}
-
-static int stbi__jpeg_test(stbi__context *s)
-{
- int r;
- stbi__jpeg j;
- j.s = s;
- r = decode_jpeg_header(&j, SCAN_type);
- stbi__rewind(s);
- return r;
-}
-
-static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp)
-{
- if (!decode_jpeg_header(j, SCAN_header)) {
- stbi__rewind( j->s );
- return 0;
- }
- if (x) *x = j->s->img_x;
- if (y) *y = j->s->img_y;
- if (comp) *comp = j->s->img_n;
- return 1;
-}
-
-static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__jpeg j;
- j.s = s;
- return stbi__jpeg_info_raw(&j, x, y, comp);
-}
-
-// public domain zlib decode v0.2 Sean Barrett 2006-11-18
-// simple implementation
-// - all input must be provided in an upfront buffer
-// - all output is written to a single output buffer (can malloc/realloc)
-// performance
-// - fast huffman
-
-// fast-way is faster to check than jpeg huffman, but slow way is slower
-#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables
-#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1)
-
-// zlib-style huffman encoding
-// (jpegs packs from left, zlib from right, so can't share code)
-typedef struct
-{
- stbi__uint16 fast[1 << STBI__ZFAST_BITS];
- stbi__uint16 firstcode[16];
- int maxcode[17];
- stbi__uint16 firstsymbol[16];
- stbi_uc size[288];
- stbi__uint16 value[288];
-} stbi__zhuffman;
-
-stbi_inline static int stbi__bitreverse16(int n)
-{
- n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1);
- n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2);
- n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4);
- n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8);
- return n;
-}
-
-stbi_inline static int stbi__bit_reverse(int v, int bits)
-{
- STBI_ASSERT(bits <= 16);
- // to bit reverse n bits, reverse 16 and shift
- // e.g. 11 bits, bit reverse and shift away 5
- return stbi__bitreverse16(v) >> (16-bits);
-}
-
-static int stbi__zbuild_huffman(stbi__zhuffman *z, stbi_uc *sizelist, int num)
-{
- int i,k=0;
- int code, next_code[16], sizes[17];
-
- // DEFLATE spec for generating codes
- memset(sizes, 0, sizeof(sizes));
- memset(z->fast, 255, sizeof(z->fast));
- for (i=0; i < num; ++i)
- ++sizes[sizelist[i]];
- sizes[0] = 0;
- for (i=1; i < 16; ++i)
- STBI_ASSERT(sizes[i] <= (1 << i));
- code = 0;
- for (i=1; i < 16; ++i) {
- next_code[i] = code;
- z->firstcode[i] = (stbi__uint16) code;
- z->firstsymbol[i] = (stbi__uint16) k;
- code = (code + sizes[i]);
- if (sizes[i])
- if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt JPEG");
- z->maxcode[i] = code << (16-i); // preshift for inner loop
- code <<= 1;
- k += sizes[i];
- }
- z->maxcode[16] = 0x10000; // sentinel
- for (i=0; i < num; ++i) {
- int s = sizelist[i];
- if (s) {
- int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];
- z->size [c] = (stbi_uc ) s;
- z->value[c] = (stbi__uint16) i;
- if (s <= STBI__ZFAST_BITS) {
- int k = stbi__bit_reverse(next_code[s],s);
- while (k < (1 << STBI__ZFAST_BITS)) {
- z->fast[k] = (stbi__uint16) c;
- k += (1 << s);
- }
- }
- ++next_code[s];
- }
- }
- return 1;
-}
-
-// zlib-from-memory implementation for PNG reading
-// because PNG allows splitting the zlib stream arbitrarily,
-// and it's annoying structurally to have PNG call ZLIB call PNG,
-// we require PNG read all the IDATs and combine them into a single
-// memory buffer
-
-typedef struct
-{
- stbi_uc *zbuffer, *zbuffer_end;
- int num_bits;
- stbi__uint32 code_buffer;
-
- char *zout;
- char *zout_start;
- char *zout_end;
- int z_expandable;
-
- stbi__zhuffman z_length, z_distance;
-} stbi__zbuf;
-
-stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z)
-{
- if (z->zbuffer >= z->zbuffer_end) return 0;
- return *z->zbuffer++;
-}
-
-static void stbi__fill_bits(stbi__zbuf *z)
-{
- do {
- STBI_ASSERT(z->code_buffer < (1U << z->num_bits));
- z->code_buffer |= stbi__zget8(z) << z->num_bits;
- z->num_bits += 8;
- } while (z->num_bits <= 24);
-}
-
-stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n)
-{
- unsigned int k;
- if (z->num_bits < n) stbi__fill_bits(z);
- k = z->code_buffer & ((1 << n) - 1);
- z->code_buffer >>= n;
- z->num_bits -= n;
- return k;
-}
-
-stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z)
-{
- int b,s,k;
- if (a->num_bits < 16) stbi__fill_bits(a);
- b = z->fast[a->code_buffer & STBI__ZFAST_MASK];
- if (b < 0xffff) {
- s = z->size[b];
- a->code_buffer >>= s;
- a->num_bits -= s;
- return z->value[b];
- }
-
- // not resolved by fast table, so compute it the slow way
- // use jpeg approach, which requires MSbits at top
- k = stbi__bit_reverse(a->code_buffer, 16);
- for (s=STBI__ZFAST_BITS+1; ; ++s)
- if (k < z->maxcode[s])
- break;
- if (s == 16) return -1; // invalid code!
- // code size is s, so:
- b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s];
- STBI_ASSERT(z->size[b] == s);
- a->code_buffer >>= s;
- a->num_bits -= s;
- return z->value[b];
-}
-
-static int stbi__zexpand(stbi__zbuf *z, int n) // need to make room for n bytes
-{
- char *q;
- int cur, limit;
- if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG");
- cur = (int) (z->zout - z->zout_start);
- limit = (int) (z->zout_end - z->zout_start);
- while (cur + n > limit)
- limit *= 2;
- q = (char *) realloc(z->zout_start, limit);
- if (q == NULL) return stbi__err("outofmem", "Out of memory");
- z->zout_start = q;
- z->zout = q + cur;
- z->zout_end = q + limit;
- return 1;
-}
-
-static int stbi__zlength_base[31] = {
- 3,4,5,6,7,8,9,10,11,13,
- 15,17,19,23,27,31,35,43,51,59,
- 67,83,99,115,131,163,195,227,258,0,0 };
-
-static int stbi__zlength_extra[31]=
-{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };
-
-static int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,
-257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0};
-
-static int stbi__zdist_extra[32] =
-{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13};
-
-static int stbi__parse_huffman_block(stbi__zbuf *a)
-{
- for(;;) {
- int z = stbi__zhuffman_decode(a, &a->z_length);
- if (z < 256) {
- if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes
- if (a->zout >= a->zout_end) if (!stbi__zexpand(a, 1)) return 0;
- *a->zout++ = (char) z;
- } else {
- stbi_uc *p;
- int len,dist;
- if (z == 256) return 1;
- z -= 257;
- len = stbi__zlength_base[z];
- if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);
- z = stbi__zhuffman_decode(a, &a->z_distance);
- if (z < 0) return stbi__err("bad huffman code","Corrupt PNG");
- dist = stbi__zdist_base[z];
- if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);
- if (a->zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG");
- if (a->zout + len > a->zout_end) if (!stbi__zexpand(a, len)) return 0;
- p = (stbi_uc *) (a->zout - dist);
- while (len--)
- *a->zout++ = *p++;
- }
- }
-}
-
-static int stbi__compute_huffman_codes(stbi__zbuf *a)
-{
- static stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };
- stbi__zhuffman z_codelength;
- stbi_uc lencodes[286+32+137];//padding for maximum single op
- stbi_uc codelength_sizes[19];
- int i,n;
-
- int hlit = stbi__zreceive(a,5) + 257;
- int hdist = stbi__zreceive(a,5) + 1;
- int hclen = stbi__zreceive(a,4) + 4;
-
- memset(codelength_sizes, 0, sizeof(codelength_sizes));
- for (i=0; i < hclen; ++i) {
- int s = stbi__zreceive(a,3);
- codelength_sizes[length_dezigzag[i]] = (stbi_uc) s;
- }
- if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;
-
- n = 0;
- while (n < hlit + hdist) {
- int c = stbi__zhuffman_decode(a, &z_codelength);
- STBI_ASSERT(c >= 0 && c < 19);
- if (c < 16)
- lencodes[n++] = (stbi_uc) c;
- else if (c == 16) {
- c = stbi__zreceive(a,2)+3;
- memset(lencodes+n, lencodes[n-1], c);
- n += c;
- } else if (c == 17) {
- c = stbi__zreceive(a,3)+3;
- memset(lencodes+n, 0, c);
- n += c;
- } else {
- STBI_ASSERT(c == 18);
- c = stbi__zreceive(a,7)+11;
- memset(lencodes+n, 0, c);
- n += c;
- }
- }
- if (n != hlit+hdist) return stbi__err("bad codelengths","Corrupt PNG");
- if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;
- if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0;
- return 1;
-}
-
-static int stbi__parse_uncomperssed_block(stbi__zbuf *a)
-{
- stbi_uc header[4];
- int len,nlen,k;
- if (a->num_bits & 7)
- stbi__zreceive(a, a->num_bits & 7); // discard
- // drain the bit-packed data into header
- k = 0;
- while (a->num_bits > 0) {
- header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check
- a->code_buffer >>= 8;
- a->num_bits -= 8;
- }
- STBI_ASSERT(a->num_bits == 0);
- // now fill header the normal way
- while (k < 4)
- header[k++] = stbi__zget8(a);
- len = header[1] * 256 + header[0];
- nlen = header[3] * 256 + header[2];
- if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG");
- if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG");
- if (a->zout + len > a->zout_end)
- if (!stbi__zexpand(a, len)) return 0;
- memcpy(a->zout, a->zbuffer, len);
- a->zbuffer += len;
- a->zout += len;
- return 1;
-}
-
-static int stbi__parse_zlib_header(stbi__zbuf *a)
-{
- int cmf = stbi__zget8(a);
- int cm = cmf & 15;
- /* int cinfo = cmf >> 4; */
- int flg = stbi__zget8(a);
- if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec
- if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png
- if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png
- // window = 1 << (8 + cinfo)... but who cares, we fully buffer output
- return 1;
-}
-
-// @TODO: should statically initialize these for optimal thread safety
-static stbi_uc stbi__zdefault_length[288], stbi__zdefault_distance[32];
-static void stbi__init_zdefaults(void)
-{
- int i; // use <= to match clearly with spec
- for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8;
- for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9;
- for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7;
- for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8;
-
- for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5;
-}
-
-static int stbi__parse_zlib(stbi__zbuf *a, int parse_header)
-{
- int final, type;
- if (parse_header)
- if (!stbi__parse_zlib_header(a)) return 0;
- a->num_bits = 0;
- a->code_buffer = 0;
- do {
- final = stbi__zreceive(a,1);
- type = stbi__zreceive(a,2);
- if (type == 0) {
- if (!stbi__parse_uncomperssed_block(a)) return 0;
- } else if (type == 3) {
- return 0;
- } else {
- if (type == 1) {
- // use fixed code lengths
- if (!stbi__zdefault_distance[31]) stbi__init_zdefaults();
- if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , 288)) return 0;
- if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0;
- } else {
- if (!stbi__compute_huffman_codes(a)) return 0;
- }
- if (!stbi__parse_huffman_block(a)) return 0;
- }
- } while (!final);
- return 1;
-}
-
-static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header)
-{
- a->zout_start = obuf;
- a->zout = obuf;
- a->zout_end = obuf + olen;
- a->z_expandable = exp;
-
- return stbi__parse_zlib(a, parse_header);
-}
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(initial_size);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer + len;
- if (stbi__do_zlib(&a, p, initial_size, 1, 1)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen)
-{
- return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);
-}
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(initial_size);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer + len;
- if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen)
-{
- stbi__zbuf a;
- a.zbuffer = (stbi_uc *) ibuffer;
- a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
- if (stbi__do_zlib(&a, obuffer, olen, 0, 1))
- return (int) (a.zout - a.zout_start);
- else
- return -1;
-}
-
-STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(16384);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer+len;
- if (stbi__do_zlib(&a, p, 16384, 1, 0)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen)
-{
- stbi__zbuf a;
- a.zbuffer = (stbi_uc *) ibuffer;
- a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
- if (stbi__do_zlib(&a, obuffer, olen, 0, 0))
- return (int) (a.zout - a.zout_start);
- else
- return -1;
-}
-
-// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18
-// simple implementation
-// - only 8-bit samples
-// - no CRC checking
-// - allocates lots of intermediate memory
-// - avoids problem of streaming data between subsystems
-// - avoids explicit window management
-// performance
-// - uses stb_zlib, a PD zlib implementation with fast huffman decoding
-
-
-typedef struct
-{
- stbi__uint32 length;
- stbi__uint32 type;
-} stbi__pngchunk;
-
-#define PNG_TYPE(a,b,c,d) (((a) << 24) + ((b) << 16) + ((c) << 8) + (d))
-
-static stbi__pngchunk stbi__get_chunk_header(stbi__context *s)
-{
- stbi__pngchunk c;
- c.length = stbi__get32be(s);
- c.type = stbi__get32be(s);
- return c;
-}
-
-static int stbi__check_png_header(stbi__context *s)
-{
- static stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };
- int i;
- for (i=0; i < 8; ++i)
- if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG");
- return 1;
-}
-
-typedef struct
-{
- stbi__context *s;
- stbi_uc *idata, *expanded, *out;
-} stbi__png;
-
-
-enum {
- STBI__F_none=0, STBI__F_sub=1, STBI__F_up=2, STBI__F_avg=3, STBI__F_paeth=4,
- STBI__F_avg_first, STBI__F_paeth_first
-};
-
-static stbi_uc first_row_filter[5] =
-{
- STBI__F_none, STBI__F_sub, STBI__F_none, STBI__F_avg_first, STBI__F_paeth_first
-};
-
-static int stbi__paeth(int a, int b, int c)
-{
- int p = a + b - c;
- int pa = abs(p-a);
- int pb = abs(p-b);
- int pc = abs(p-c);
- if (pa <= pb && pa <= pc) return a;
- if (pb <= pc) return b;
- return c;
-}
-
-#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings
-
-// create the png data from post-deflated data
-static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)
-{
- stbi__context *s = a->s;
- stbi__uint32 i,j,stride = x*out_n;
- stbi__uint32 img_len;
- int k;
- int img_n = s->img_n; // copy it into a local for later
- stbi_uc* line8 = NULL; // point into raw when depth==8 else temporary local buffer
-
- STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1);
- a->out = (stbi_uc *) stbi__malloc(x * y * out_n);
- if (!a->out) return stbi__err("outofmem", "Out of memory");
-
- img_len = ((((img_n * x * depth) + 7) >> 3) + 1) * y;
- if (s->img_x == x && s->img_y == y) {
- if (raw_len != img_len) return stbi__err("not enough pixels","Corrupt PNG");
- } else { // interlaced:
- if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG");
- }
-
- if (depth != 8) {
- line8 = (stbi_uc *) stbi__malloc((x+7) * out_n); // allocate buffer for one scanline
- if (!line8) return stbi__err("outofmem", "Out of memory");
- }
-
- for (j=0; j < y; ++j) {
- stbi_uc *in;
- stbi_uc *cur = a->out + stride*j;
- stbi_uc *prior = cur - stride;
- int filter = *raw++;
- if (filter > 4) {
- if (depth != 8) free(line8);
- return stbi__err("invalid filter","Corrupt PNG");
- }
-
- if (depth == 8) {
- in = raw;
- raw += x*img_n;
- }
- else {
- // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit
- // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop
- in = line8;
- stbi_uc* decode_out = line8;
- stbi_uc scale = (color == 0) ? 0xFF/((1<= 1; k-=2, raw++) {
- *decode_out++ = scale * ((*raw >> 4) );
- *decode_out++ = scale * ((*raw ) & 0x0f);
- }
- } else if (depth == 2) {
- for (k=x*img_n; k >= 1; k-=4, raw++) {
- *decode_out++ = scale * ((*raw >> 6) );
- *decode_out++ = scale * ((*raw >> 4) & 0x03);
- *decode_out++ = scale * ((*raw >> 2) & 0x03);
- *decode_out++ = scale * ((*raw ) & 0x03);
- }
- } else if (depth == 1) {
- for (k=x*img_n; k >= 1; k-=8, raw++) {
- *decode_out++ = scale * ((*raw >> 7) );
- *decode_out++ = scale * ((*raw >> 6) & 0x01);
- *decode_out++ = scale * ((*raw >> 5) & 0x01);
- *decode_out++ = scale * ((*raw >> 4) & 0x01);
- *decode_out++ = scale * ((*raw >> 3) & 0x01);
- *decode_out++ = scale * ((*raw >> 2) & 0x01);
- *decode_out++ = scale * ((*raw >> 1) & 0x01);
- *decode_out++ = scale * ((*raw ) & 0x01);
- }
- }
- }
-
- // if first row, use special filter that doesn't sample previous row
- if (j == 0) filter = first_row_filter[filter];
-
- // handle first pixel explicitly
- for (k=0; k < img_n; ++k) {
- switch (filter) {
- case STBI__F_none : cur[k] = in[k]; break;
- case STBI__F_sub : cur[k] = in[k]; break;
- case STBI__F_up : cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- case STBI__F_avg : cur[k] = STBI__BYTECAST(in[k] + (prior[k]>>1)); break;
- case STBI__F_paeth : cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(0,prior[k],0)); break;
- case STBI__F_avg_first : cur[k] = in[k]; break;
- case STBI__F_paeth_first: cur[k] = in[k]; break;
- }
- }
- if (img_n != out_n) cur[img_n] = 255;
- in += img_n;
- cur += out_n;
- prior += out_n;
- // this is a little gross, so that we don't switch per-pixel or per-component
- if (img_n == out_n) {
- #define CASE(f) \
- case f: \
- for (i=x-1; i >= 1; --i, in+=img_n,cur+=img_n,prior+=img_n) \
- for (k=0; k < img_n; ++k)
- switch (filter) {
- CASE(STBI__F_none) cur[k] = in[k]; break;
- CASE(STBI__F_sub) cur[k] = STBI__BYTECAST(in[k] + cur[k-img_n]); break;
- CASE(STBI__F_up) cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- CASE(STBI__F_avg) cur[k] = STBI__BYTECAST(in[k] + ((prior[k] + cur[k-img_n])>>1)); break;
- CASE(STBI__F_paeth) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-img_n],prior[k],prior[k-img_n])); break;
- CASE(STBI__F_avg_first) cur[k] = STBI__BYTECAST(in[k] + (cur[k-img_n] >> 1)); break;
- CASE(STBI__F_paeth_first) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-img_n],0,0)); break;
- }
- #undef CASE
- } else {
- STBI_ASSERT(img_n+1 == out_n);
- #define CASE(f) \
- case f: \
- for (i=x-1; i >= 1; --i, cur[img_n]=255,in+=img_n,cur+=out_n,prior+=out_n) \
- for (k=0; k < img_n; ++k)
- switch (filter) {
- CASE(STBI__F_none) cur[k] = in[k]; break;
- CASE(STBI__F_sub) cur[k] = STBI__BYTECAST(in[k] + cur[k-out_n]); break;
- CASE(STBI__F_up) cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- CASE(STBI__F_avg) cur[k] = STBI__BYTECAST(in[k] + ((prior[k] + cur[k-out_n])>>1)); break;
- CASE(STBI__F_paeth) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-out_n],prior[k],prior[k-out_n])); break;
- CASE(STBI__F_avg_first) cur[k] = STBI__BYTECAST(in[k] + (cur[k-out_n] >> 1)); break;
- CASE(STBI__F_paeth_first) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-out_n],0,0)); break;
- }
- #undef CASE
- }
- }
-
- if (depth != 8) free(line8);
- return 1;
-}
-
-static int stbi__create_png_image(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, int depth, int color, int interlaced)
-{
- stbi_uc *final;
- int p;
- if (!interlaced)
- return stbi__create_png_image_raw(a, raw, raw_len, out_n, a->s->img_x, a->s->img_y, depth, color);
-
- // de-interlacing
- final = (stbi_uc *) stbi__malloc(a->s->img_x * a->s->img_y * out_n);
- for (p=0; p < 7; ++p) {
- int xorig[] = { 0,4,0,2,0,1,0 };
- int yorig[] = { 0,0,4,0,2,0,1 };
- int xspc[] = { 8,8,4,4,2,2,1 };
- int yspc[] = { 8,8,8,4,4,2,2 };
- int i,j,x,y;
- // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1
- x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p];
- y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p];
- if (x && y) {
- stbi__uint32 img_len = ((((out_n * x * depth) + 7) >> 3) + 1) * y;
- if (!stbi__create_png_image_raw(a, raw, raw_len, out_n, x, y, depth, color)) {
- free(final);
- return 0;
- }
- for (j=0; j < y; ++j)
- for (i=0; i < x; ++i)
- memcpy(final + (j*yspc[p]+yorig[p])*a->s->img_x*out_n + (i*xspc[p]+xorig[p])*out_n,
- a->out + (j*x+i)*out_n, out_n);
- free(a->out);
- raw += img_len;
- raw_len -= img_len;
- }
- }
- a->out = final;
-
- return 1;
-}
-
-static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n)
-{
- stbi__context *s = z->s;
- stbi__uint32 i, pixel_count = s->img_x * s->img_y;
- stbi_uc *p = z->out;
-
- // compute color-based transparency, assuming we've
- // already got 255 as the alpha value in the output
- STBI_ASSERT(out_n == 2 || out_n == 4);
-
- if (out_n == 2) {
- for (i=0; i < pixel_count; ++i) {
- p[1] = (p[0] == tc[0] ? 0 : 255);
- p += 2;
- }
- } else {
- for (i=0; i < pixel_count; ++i) {
- if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])
- p[3] = 0;
- p += 4;
- }
- }
- return 1;
-}
-
-static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n)
-{
- stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;
- stbi_uc *p, *temp_out, *orig = a->out;
-
- p = (stbi_uc *) stbi__malloc(pixel_count * pal_img_n);
- if (p == NULL) return stbi__err("outofmem", "Out of memory");
-
- // between here and free(out) below, exitting would leak
- temp_out = p;
-
- if (pal_img_n == 3) {
- for (i=0; i < pixel_count; ++i) {
- int n = orig[i]*4;
- p[0] = palette[n ];
- p[1] = palette[n+1];
- p[2] = palette[n+2];
- p += 3;
- }
- } else {
- for (i=0; i < pixel_count; ++i) {
- int n = orig[i]*4;
- p[0] = palette[n ];
- p[1] = palette[n+1];
- p[2] = palette[n+2];
- p[3] = palette[n+3];
- p += 4;
- }
- }
- free(a->out);
- a->out = temp_out;
-
- STBI_NOTUSED(len);
-
- return 1;
-}
-
-static int stbi__unpremultiply_on_load = 0;
-static int stbi__de_iphone_flag = 0;
-
-STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)
-{
- stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply;
-}
-
-STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)
-{
- stbi__de_iphone_flag = flag_true_if_should_convert;
-}
-
-static void stbi__de_iphone(stbi__png *z)
-{
- stbi__context *s = z->s;
- stbi__uint32 i, pixel_count = s->img_x * s->img_y;
- stbi_uc *p = z->out;
-
- if (s->img_out_n == 3) { // convert bgr to rgb
- for (i=0; i < pixel_count; ++i) {
- stbi_uc t = p[0];
- p[0] = p[2];
- p[2] = t;
- p += 3;
- }
- } else {
- STBI_ASSERT(s->img_out_n == 4);
- if (stbi__unpremultiply_on_load) {
- // convert bgr to rgb and unpremultiply
- for (i=0; i < pixel_count; ++i) {
- stbi_uc a = p[3];
- stbi_uc t = p[0];
- if (a) {
- p[0] = p[2] * 255 / a;
- p[1] = p[1] * 255 / a;
- p[2] = t * 255 / a;
- } else {
- p[0] = p[2];
- p[2] = t;
- }
- p += 4;
- }
- } else {
- // convert bgr to rgb
- for (i=0; i < pixel_count; ++i) {
- stbi_uc t = p[0];
- p[0] = p[2];
- p[2] = t;
- p += 4;
- }
- }
- }
-}
-
-static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)
-{
- stbi_uc palette[1024], pal_img_n=0;
- stbi_uc has_trans=0, tc[3];
- stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0;
- int first=1,k,interlace=0, color=0, depth=0, is_iphone=0;
- stbi__context *s = z->s;
-
- z->expanded = NULL;
- z->idata = NULL;
- z->out = NULL;
-
- if (!stbi__check_png_header(s)) return 0;
-
- if (scan == SCAN_type) return 1;
-
- for (;;) {
- stbi__pngchunk c = stbi__get_chunk_header(s);
- switch (c.type) {
- case PNG_TYPE('C','g','B','I'):
- is_iphone = 1;
- stbi__skip(s, c.length);
- break;
- case PNG_TYPE('I','H','D','R'): {
- int comp,filter;
- if (!first) return stbi__err("multiple IHDR","Corrupt PNG");
- first = 0;
- if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG");
- s->img_x = stbi__get32be(s); if (s->img_x > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
- s->img_y = stbi__get32be(s); if (s->img_y > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
- depth = stbi__get8(s); if (depth != 1 && depth != 2 && depth != 4 && depth != 8) return stbi__err("1/2/4/8-bit only","PNG not supported: 1/2/4/8-bit only");
- color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG");
- if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG");
- comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG");
- filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG");
- interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG");
- if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG");
- if (!pal_img_n) {
- s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);
- if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
- if (scan == SCAN_header) return 1;
- } else {
- // if paletted, then pal_n is our final components, and
- // img_n is # components to decompress/filter.
- s->img_n = 1;
- if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG");
- // if SCAN_header, have to scan to see if we have a tRNS
- }
- break;
- }
-
- case PNG_TYPE('P','L','T','E'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG");
- pal_len = c.length / 3;
- if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG");
- for (i=0; i < pal_len; ++i) {
- palette[i*4+0] = stbi__get8(s);
- palette[i*4+1] = stbi__get8(s);
- palette[i*4+2] = stbi__get8(s);
- palette[i*4+3] = 255;
- }
- break;
- }
-
- case PNG_TYPE('t','R','N','S'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG");
- if (pal_img_n) {
- if (scan == SCAN_header) { s->img_n = 4; return 1; }
- if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG");
- if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG");
- pal_img_n = 4;
- for (i=0; i < c.length; ++i)
- palette[i*4+3] = stbi__get8(s);
- } else {
- if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG");
- if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG");
- has_trans = 1;
- for (k=0; k < s->img_n; ++k)
- tc[k] = (stbi_uc) (stbi__get16be(s) & 255); // non 8-bit images will be larger
- }
- break;
- }
-
- case PNG_TYPE('I','D','A','T'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG");
- if (scan == SCAN_header) { s->img_n = pal_img_n; return 1; }
- if (ioff + c.length > idata_limit) {
- stbi_uc *p;
- if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;
- while (ioff + c.length > idata_limit)
- idata_limit *= 2;
- p = (stbi_uc *) realloc(z->idata, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory");
- z->idata = p;
- }
- if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG");
- ioff += c.length;
- break;
- }
-
- case PNG_TYPE('I','E','N','D'): {
- stbi__uint32 raw_len;
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (scan != SCAN_load) return 1;
- if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG");
- z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, 16384, (int *) &raw_len, !is_iphone);
- if (z->expanded == NULL) return 0; // zlib should set error
- free(z->idata); z->idata = NULL;
- if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans)
- s->img_out_n = s->img_n+1;
- else
- s->img_out_n = s->img_n;
- if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, depth, color, interlace)) return 0;
- if (has_trans)
- if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;
- if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)
- stbi__de_iphone(z);
- if (pal_img_n) {
- // pal_img_n == 3 or 4
- s->img_n = pal_img_n; // record the actual colors we had
- s->img_out_n = pal_img_n;
- if (req_comp >= 3) s->img_out_n = req_comp;
- if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))
- return 0;
- }
- free(z->expanded); z->expanded = NULL;
- return 1;
- }
-
- default:
- // if critical, fail
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if ((c.type & (1 << 29)) == 0) {
- #ifndef STBI_NO_FAILURE_STRINGS
- // not threadsafe
- static char invalid_chunk[] = "XXXX PNG chunk not known";
- invalid_chunk[0] = STBI__BYTECAST(c.type >> 24);
- invalid_chunk[1] = STBI__BYTECAST(c.type >> 16);
- invalid_chunk[2] = STBI__BYTECAST(c.type >> 8);
- invalid_chunk[3] = STBI__BYTECAST(c.type >> 0);
- #endif
- return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type");
- }
- stbi__skip(s, c.length);
- break;
- }
- // end of PNG chunk, read and skip CRC
- stbi__get32be(s);
- }
-}
-
-static unsigned char *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp)
-{
- unsigned char *result=NULL;
- if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
- if (stbi__parse_png_file(p, SCAN_load, req_comp)) {
- result = p->out;
- p->out = NULL;
- if (req_comp && req_comp != p->s->img_out_n) {
- result = stbi__convert_format(result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);
- p->s->img_out_n = req_comp;
- if (result == NULL) return result;
- }
- *x = p->s->img_x;
- *y = p->s->img_y;
- if (n) *n = p->s->img_out_n;
- }
- free(p->out); p->out = NULL;
- free(p->expanded); p->expanded = NULL;
- free(p->idata); p->idata = NULL;
-
- return result;
-}
-
-static unsigned char *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi__png p;
- p.s = s;
- return stbi__do_png(&p, x,y,comp,req_comp);
-}
-
-static int stbi__png_test(stbi__context *s)
-{
- int r;
- r = stbi__check_png_header(s);
- stbi__rewind(s);
- return r;
-}
-
-static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp)
-{
- if (!stbi__parse_png_file(p, SCAN_header, 0)) {
- stbi__rewind( p->s );
- return 0;
- }
- if (x) *x = p->s->img_x;
- if (y) *y = p->s->img_y;
- if (comp) *comp = p->s->img_n;
- return 1;
-}
-
-static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__png p;
- p.s = s;
- return stbi__png_info_raw(&p, x, y, comp);
-}
-
-// Microsoft/Windows BMP image
-static int stbi__bmp_test_raw(stbi__context *s)
-{
- int r;
- int sz;
- if (stbi__get8(s) != 'B') return 0;
- if (stbi__get8(s) != 'M') return 0;
- stbi__get32le(s); // discard filesize
- stbi__get16le(s); // discard reserved
- stbi__get16le(s); // discard reserved
- stbi__get32le(s); // discard data offset
- sz = stbi__get32le(s);
- r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);
- return r;
-}
-
-static int stbi__bmp_test(stbi__context *s)
-{
- int r = stbi__bmp_test_raw(s);
- stbi__rewind(s);
- return r;
-}
-
-
-// returns 0..31 for the highest set bit
-static int stbi__high_bit(unsigned int z)
-{
- int n=0;
- if (z == 0) return -1;
- if (z >= 0x10000) n += 16, z >>= 16;
- if (z >= 0x00100) n += 8, z >>= 8;
- if (z >= 0x00010) n += 4, z >>= 4;
- if (z >= 0x00004) n += 2, z >>= 2;
- if (z >= 0x00002) n += 1, z >>= 1;
- return n;
-}
-
-static int stbi__bitcount(unsigned int a)
-{
- a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2
- a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4
- a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits
- a = (a + (a >> 8)); // max 16 per 8 bits
- a = (a + (a >> 16)); // max 32 per 8 bits
- return a & 0xff;
-}
-
-static int stbi__shiftsigned(int v, int shift, int bits)
-{
- int result;
- int z=0;
-
- if (shift < 0) v <<= -shift;
- else v >>= shift;
- result = v;
-
- z = bits;
- while (z < 8) {
- result += v >> z;
- z += bits;
- }
- return result;
-}
-
-static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi_uc *out;
- unsigned int mr=0,mg=0,mb=0,ma=0, fake_a=0;
- stbi_uc pal[256][4];
- int psize=0,i,j,compress=0,width;
- int bpp, flip_vertically, pad, target, offset, hsz;
- if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP");
- stbi__get32le(s); // discard filesize
- stbi__get16le(s); // discard reserved
- stbi__get16le(s); // discard reserved
- offset = stbi__get32le(s);
- hsz = stbi__get32le(s);
- if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown");
- if (hsz == 12) {
- s->img_x = stbi__get16le(s);
- s->img_y = stbi__get16le(s);
- } else {
- s->img_x = stbi__get32le(s);
- s->img_y = stbi__get32le(s);
- }
- if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP");
- bpp = stbi__get16le(s);
- if (bpp == 1) return stbi__errpuc("monochrome", "BMP type not supported: 1-bit");
- flip_vertically = ((int) s->img_y) > 0;
- s->img_y = abs((int) s->img_y);
- if (hsz == 12) {
- if (bpp < 24)
- psize = (offset - 14 - 24) / 3;
- } else {
- compress = stbi__get32le(s);
- if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE");
- stbi__get32le(s); // discard sizeof
- stbi__get32le(s); // discard hres
- stbi__get32le(s); // discard vres
- stbi__get32le(s); // discard colorsused
- stbi__get32le(s); // discard max important
- if (hsz == 40 || hsz == 56) {
- if (hsz == 56) {
- stbi__get32le(s);
- stbi__get32le(s);
- stbi__get32le(s);
- stbi__get32le(s);
- }
- if (bpp == 16 || bpp == 32) {
- mr = mg = mb = 0;
- if (compress == 0) {
- if (bpp == 32) {
- mr = 0xffu << 16;
- mg = 0xffu << 8;
- mb = 0xffu << 0;
- ma = 0xffu << 24;
- fake_a = 1; // @TODO: check for cases like alpha value is all 0 and switch it to 255
- STBI_NOTUSED(fake_a);
- } else {
- mr = 31u << 10;
- mg = 31u << 5;
- mb = 31u << 0;
- }
- } else if (compress == 3) {
- mr = stbi__get32le(s);
- mg = stbi__get32le(s);
- mb = stbi__get32le(s);
- // not documented, but generated by photoshop and handled by mspaint
- if (mr == mg && mg == mb) {
- // ?!?!?
- return stbi__errpuc("bad BMP", "bad BMP");
- }
- } else
- return stbi__errpuc("bad BMP", "bad BMP");
- }
- } else {
- STBI_ASSERT(hsz == 108 || hsz == 124);
- mr = stbi__get32le(s);
- mg = stbi__get32le(s);
- mb = stbi__get32le(s);
- ma = stbi__get32le(s);
- stbi__get32le(s); // discard color space
- for (i=0; i < 12; ++i)
- stbi__get32le(s); // discard color space parameters
- if (hsz == 124) {
- stbi__get32le(s); // discard rendering intent
- stbi__get32le(s); // discard offset of profile data
- stbi__get32le(s); // discard size of profile data
- stbi__get32le(s); // discard reserved
- }
- }
- if (bpp < 16)
- psize = (offset - 14 - hsz) >> 2;
- }
- s->img_n = ma ? 4 : 3;
- if (req_comp && req_comp >= 3) // we can directly decode 3 or 4
- target = req_comp;
- else
- target = s->img_n; // if they want monochrome, we'll post-convert
- out = (stbi_uc *) stbi__malloc(target * s->img_x * s->img_y);
- if (!out) return stbi__errpuc("outofmem", "Out of memory");
- if (bpp < 16) {
- int z=0;
- if (psize == 0 || psize > 256) { free(out); return stbi__errpuc("invalid", "Corrupt BMP"); }
- for (i=0; i < psize; ++i) {
- pal[i][2] = stbi__get8(s);
- pal[i][1] = stbi__get8(s);
- pal[i][0] = stbi__get8(s);
- if (hsz != 12) stbi__get8(s);
- pal[i][3] = 255;
- }
- stbi__skip(s, offset - 14 - hsz - psize * (hsz == 12 ? 3 : 4));
- if (bpp == 4) width = (s->img_x + 1) >> 1;
- else if (bpp == 8) width = s->img_x;
- else { free(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); }
- pad = (-width)&3;
- for (j=0; j < (int) s->img_y; ++j) {
- for (i=0; i < (int) s->img_x; i += 2) {
- int v=stbi__get8(s),v2=0;
- if (bpp == 4) {
- v2 = v & 15;
- v >>= 4;
- }
- out[z++] = pal[v][0];
- out[z++] = pal[v][1];
- out[z++] = pal[v][2];
- if (target == 4) out[z++] = 255;
- if (i+1 == (int) s->img_x) break;
- v = (bpp == 8) ? stbi__get8(s) : v2;
- out[z++] = pal[v][0];
- out[z++] = pal[v][1];
- out[z++] = pal[v][2];
- if (target == 4) out[z++] = 255;
- }
- stbi__skip(s, pad);
- }
- } else {
- int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0;
- int z = 0;
- int easy=0;
- stbi__skip(s, offset - 14 - hsz);
- if (bpp == 24) width = 3 * s->img_x;
- else if (bpp == 16) width = 2*s->img_x;
- else /* bpp = 32 and pad = 0 */ width=0;
- pad = (-width) & 3;
- if (bpp == 24) {
- easy = 1;
- } else if (bpp == 32) {
- if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)
- easy = 2;
- }
- if (!easy) {
- if (!mr || !mg || !mb) { free(out); return stbi__errpuc("bad masks", "Corrupt BMP"); }
- // right shift amt to put high bit in position #7
- rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr);
- gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg);
- bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb);
- ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma);
- }
- for (j=0; j < (int) s->img_y; ++j) {
- if (easy) {
- for (i=0; i < (int) s->img_x; ++i) {
- unsigned char a;
- out[z+2] = stbi__get8(s);
- out[z+1] = stbi__get8(s);
- out[z+0] = stbi__get8(s);
- z += 3;
- a = (easy == 2 ? stbi__get8(s) : 255);
- if (target == 4) out[z++] = a;
- }
- } else {
- for (i=0; i < (int) s->img_x; ++i) {
- stbi__uint32 v = (stbi__uint32) (bpp == 16 ? stbi__get16le(s) : stbi__get32le(s));
- int a;
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));
- a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);
- if (target == 4) out[z++] = STBI__BYTECAST(a);
- }
- }
- stbi__skip(s, pad);
- }
- }
- if (flip_vertically) {
- stbi_uc t;
- for (j=0; j < (int) s->img_y>>1; ++j) {
- stbi_uc *p1 = out + j *s->img_x*target;
- stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target;
- for (i=0; i < (int) s->img_x*target; ++i) {
- t = p1[i], p1[i] = p2[i], p2[i] = t;
- }
- }
- }
-
- if (req_comp && req_comp != target) {
- out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);
- if (out == NULL) return out; // stbi__convert_format frees input on failure
- }
-
- *x = s->img_x;
- *y = s->img_y;
- if (comp) *comp = s->img_n;
- return out;
-}
-
-// Targa Truevision - TGA
-// by Jonathan Dummer
-
-static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int tga_w, tga_h, tga_comp;
- int sz;
- stbi__get8(s); // discard Offset
- sz = stbi__get8(s); // color type
- if( sz > 1 ) {
- stbi__rewind(s);
- return 0; // only RGB or indexed allowed
- }
- sz = stbi__get8(s); // image type
- // only RGB or grey allowed, +/- RLE
- if ((sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11)) return 0;
- stbi__skip(s,9);
- tga_w = stbi__get16le(s);
- if( tga_w < 1 ) {
- stbi__rewind(s);
- return 0; // test width
- }
- tga_h = stbi__get16le(s);
- if( tga_h < 1 ) {
- stbi__rewind(s);
- return 0; // test height
- }
- sz = stbi__get8(s); // bits per pixel
- // only RGB or RGBA or grey allowed
- if ((sz != 8) && (sz != 16) && (sz != 24) && (sz != 32)) {
- stbi__rewind(s);
- return 0;
- }
- tga_comp = sz;
- if (x) *x = tga_w;
- if (y) *y = tga_h;
- if (comp) *comp = tga_comp / 8;
- return 1; // seems to have passed everything
-}
-
-static int stbi__tga_test(stbi__context *s)
-{
- int res;
- int sz;
- stbi__get8(s); // discard Offset
- sz = stbi__get8(s); // color type
- if ( sz > 1 ) return 0; // only RGB or indexed allowed
- sz = stbi__get8(s); // image type
- if ( (sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11) ) return 0; // only RGB or grey allowed, +/- RLE
- stbi__get16be(s); // discard palette start
- stbi__get16be(s); // discard palette length
- stbi__get8(s); // discard bits per palette color entry
- stbi__get16be(s); // discard x origin
- stbi__get16be(s); // discard y origin
- if ( stbi__get16be(s) < 1 ) return 0; // test width
- if ( stbi__get16be(s) < 1 ) return 0; // test height
- sz = stbi__get8(s); // bits per pixel
- if ( (sz != 8) && (sz != 16) && (sz != 24) && (sz != 32) )
- res = 0;
- else
- res = 1;
- stbi__rewind(s);
- return res;
-}
-
-static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- // read in the TGA header stuff
- int tga_offset = stbi__get8(s);
- int tga_indexed = stbi__get8(s);
- int tga_image_type = stbi__get8(s);
- int tga_is_RLE = 0;
- int tga_palette_start = stbi__get16le(s);
- int tga_palette_len = stbi__get16le(s);
- int tga_palette_bits = stbi__get8(s);
- int tga_x_origin = stbi__get16le(s);
- int tga_y_origin = stbi__get16le(s);
- int tga_width = stbi__get16le(s);
- int tga_height = stbi__get16le(s);
- int tga_bits_per_pixel = stbi__get8(s);
- int tga_comp = tga_bits_per_pixel / 8;
- int tga_inverted = stbi__get8(s);
- // image data
- unsigned char *tga_data;
- unsigned char *tga_palette = NULL;
- int i, j;
- unsigned char raw_data[4];
- int RLE_count = 0;
- int RLE_repeating = 0;
- int read_next_pixel = 1;
-
- // do a tiny bit of precessing
- if ( tga_image_type >= 8 )
- {
- tga_image_type -= 8;
- tga_is_RLE = 1;
- }
- /* int tga_alpha_bits = tga_inverted & 15; */
- tga_inverted = 1 - ((tga_inverted >> 5) & 1);
-
- // error check
- if ( //(tga_indexed) ||
- (tga_width < 1) || (tga_height < 1) ||
- (tga_image_type < 1) || (tga_image_type > 3) ||
- ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16) &&
- (tga_bits_per_pixel != 24) && (tga_bits_per_pixel != 32))
- )
- {
- return NULL; // we don't report this as a bad TGA because we don't even know if it's TGA
- }
-
- // If I'm paletted, then I'll use the number of bits from the palette
- if ( tga_indexed )
- {
- tga_comp = tga_palette_bits / 8;
- }
-
- // tga info
- *x = tga_width;
- *y = tga_height;
- if (comp) *comp = tga_comp;
-
- tga_data = (unsigned char*)stbi__malloc( tga_width * tga_height * tga_comp );
- if (!tga_data) return stbi__errpuc("outofmem", "Out of memory");
-
- // skip to the data's starting position (offset usually = 0)
- stbi__skip(s, tga_offset );
-
- if ( !tga_indexed && !tga_is_RLE) {
- for (i=0; i < tga_height; ++i) {
- int y = tga_inverted ? tga_height -i - 1 : i;
- stbi_uc *tga_row = tga_data + y*tga_width*tga_comp;
- stbi__getn(s, tga_row, tga_width * tga_comp);
- }
- } else {
- // do I need to load a palette?
- if ( tga_indexed)
- {
- // any data to skip? (offset usually = 0)
- stbi__skip(s, tga_palette_start );
- // load the palette
- tga_palette = (unsigned char*)stbi__malloc( tga_palette_len * tga_palette_bits / 8 );
- if (!tga_palette) {
- free(tga_data);
- return stbi__errpuc("outofmem", "Out of memory");
- }
- if (!stbi__getn(s, tga_palette, tga_palette_len * tga_palette_bits / 8 )) {
- free(tga_data);
- free(tga_palette);
- return stbi__errpuc("bad palette", "Corrupt TGA");
- }
- }
- // load the data
- for (i=0; i < tga_width * tga_height; ++i)
- {
- // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?
- if ( tga_is_RLE )
- {
- if ( RLE_count == 0 )
- {
- // yep, get the next byte as a RLE command
- int RLE_cmd = stbi__get8(s);
- RLE_count = 1 + (RLE_cmd & 127);
- RLE_repeating = RLE_cmd >> 7;
- read_next_pixel = 1;
- } else if ( !RLE_repeating )
- {
- read_next_pixel = 1;
- }
- } else
- {
- read_next_pixel = 1;
- }
- // OK, if I need to read a pixel, do it now
- if ( read_next_pixel )
- {
- // load however much data we did have
- if ( tga_indexed )
- {
- // read in 1 byte, then perform the lookup
- int pal_idx = stbi__get8(s);
- if ( pal_idx >= tga_palette_len )
- {
- // invalid index
- pal_idx = 0;
- }
- pal_idx *= tga_bits_per_pixel / 8;
- for (j = 0; j*8 < tga_bits_per_pixel; ++j)
- {
- raw_data[j] = tga_palette[pal_idx+j];
- }
- } else
- {
- // read in the data raw
- for (j = 0; j*8 < tga_bits_per_pixel; ++j)
- {
- raw_data[j] = stbi__get8(s);
- }
- }
- // clear the reading flag for the next pixel
- read_next_pixel = 0;
- } // end of reading a pixel
-
- // copy data
- for (j = 0; j < tga_comp; ++j)
- tga_data[i*tga_comp+j] = raw_data[j];
-
- // in case we're in RLE mode, keep counting down
- --RLE_count;
- }
- // do I need to invert the image?
- if ( tga_inverted )
- {
- for (j = 0; j*2 < tga_height; ++j)
- {
- int index1 = j * tga_width * tga_comp;
- int index2 = (tga_height - 1 - j) * tga_width * tga_comp;
- for (i = tga_width * tga_comp; i > 0; --i)
- {
- unsigned char temp = tga_data[index1];
- tga_data[index1] = tga_data[index2];
- tga_data[index2] = temp;
- ++index1;
- ++index2;
- }
- }
- }
- // clear my palette, if I had one
- if ( tga_palette != NULL )
- {
- free( tga_palette );
- }
- }
-
- // swap RGB
- if (tga_comp >= 3)
- {
- unsigned char* tga_pixel = tga_data;
- for (i=0; i < tga_width * tga_height; ++i)
- {
- unsigned char temp = tga_pixel[0];
- tga_pixel[0] = tga_pixel[2];
- tga_pixel[2] = temp;
- tga_pixel += tga_comp;
- }
- }
-
- // convert to target component count
- if (req_comp && req_comp != tga_comp)
- tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);
-
- // the things I do to get rid of an error message, and yet keep
- // Microsoft's C compilers happy... [8^(
- tga_palette_start = tga_palette_len = tga_palette_bits =
- tga_x_origin = tga_y_origin = 0;
- // OK, done
- return tga_data;
-}
-
-// *************************************************************************************************
-// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB
-
-static int stbi__psd_test(stbi__context *s)
-{
- int r = (stbi__get32be(s) == 0x38425053);
- stbi__rewind(s);
- return r;
-}
-
-static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- int pixelCount;
- int channelCount, compression;
- int channel, i, count, len;
- int w,h;
- stbi_uc *out;
-
- // Check identifier
- if (stbi__get32be(s) != 0x38425053) // "8BPS"
- return stbi__errpuc("not PSD", "Corrupt PSD image");
-
- // Check file type version.
- if (stbi__get16be(s) != 1)
- return stbi__errpuc("wrong version", "Unsupported version of PSD image");
-
- // Skip 6 reserved bytes.
- stbi__skip(s, 6 );
-
- // Read the number of channels (R, G, B, A, etc).
- channelCount = stbi__get16be(s);
- if (channelCount < 0 || channelCount > 16)
- return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image");
-
- // Read the rows and columns of the image.
- h = stbi__get32be(s);
- w = stbi__get32be(s);
-
- // Make sure the depth is 8 bits.
- if (stbi__get16be(s) != 8)
- return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 bit");
-
- // Make sure the color mode is RGB.
- // Valid options are:
- // 0: Bitmap
- // 1: Grayscale
- // 2: Indexed color
- // 3: RGB color
- // 4: CMYK color
- // 7: Multichannel
- // 8: Duotone
- // 9: Lab color
- if (stbi__get16be(s) != 3)
- return stbi__errpuc("wrong color format", "PSD is not in RGB color format");
-
- // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.)
- stbi__skip(s,stbi__get32be(s) );
-
- // Skip the image resources. (resolution, pen tool paths, etc)
- stbi__skip(s, stbi__get32be(s) );
-
- // Skip the reserved data.
- stbi__skip(s, stbi__get32be(s) );
-
- // Find out if the data is compressed.
- // Known values:
- // 0: no compression
- // 1: RLE compressed
- compression = stbi__get16be(s);
- if (compression > 1)
- return stbi__errpuc("bad compression", "PSD has an unknown compression format");
-
- // Create the destination image.
- out = (stbi_uc *) stbi__malloc(4 * w*h);
- if (!out) return stbi__errpuc("outofmem", "Out of memory");
- pixelCount = w*h;
-
- // Initialize the data to zero.
- //memset( out, 0, pixelCount * 4 );
-
- // Finally, the image data.
- if (compression) {
- // RLE as used by .PSD and .TIFF
- // Loop until you get the number of unpacked bytes you are expecting:
- // Read the next source byte into n.
- // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.
- // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.
- // Else if n is 128, noop.
- // Endloop
-
- // The RLE-compressed data is preceeded by a 2-byte data count for each row in the data,
- // which we're going to just skip.
- stbi__skip(s, h * channelCount * 2 );
-
- // Read the RLE data by channel.
- for (channel = 0; channel < 4; channel++) {
- stbi_uc *p;
-
- p = out+channel;
- if (channel >= channelCount) {
- // Fill this channel with default data.
- for (i = 0; i < pixelCount; i++) *p = (channel == 3 ? 255 : 0), p += 4;
- } else {
- // Read the RLE data.
- count = 0;
- while (count < pixelCount) {
- len = stbi__get8(s);
- if (len == 128) {
- // No-op.
- } else if (len < 128) {
- // Copy next len+1 bytes literally.
- len++;
- count += len;
- while (len) {
- *p = stbi__get8(s);
- p += 4;
- len--;
- }
- } else if (len > 128) {
- stbi_uc val;
- // Next -len+1 bytes in the dest are replicated from next source byte.
- // (Interpret len as a negative 8-bit int.)
- len ^= 0x0FF;
- len += 2;
- val = stbi__get8(s);
- count += len;
- while (len) {
- *p = val;
- p += 4;
- len--;
- }
- }
- }
- }
- }
-
- } else {
- // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...)
- // where each channel consists of an 8-bit value for each pixel in the image.
-
- // Read the data by channel.
- for (channel = 0; channel < 4; channel++) {
- stbi_uc *p;
-
- p = out + channel;
- if (channel > channelCount) {
- // Fill this channel with default data.
- for (i = 0; i < pixelCount; i++) *p = channel == 3 ? 255 : 0, p += 4;
- } else {
- // Read the data.
- for (i = 0; i < pixelCount; i++)
- *p = stbi__get8(s), p += 4;
- }
- }
- }
-
- if (req_comp && req_comp != 4) {
- out = stbi__convert_format(out, 4, req_comp, w, h);
- if (out == NULL) return out; // stbi__convert_format frees input on failure
- }
-
- if (comp) *comp = channelCount;
- *y = h;
- *x = w;
-
- return out;
-}
-
-// *************************************************************************************************
-// Softimage PIC loader
-// by Tom Seddon
-//
-// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format
-// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/
-
-static int stbi__pic_is4(stbi__context *s,const char *str)
-{
- int i;
- for (i=0; i<4; ++i)
- if (stbi__get8(s) != (stbi_uc)str[i])
- return 0;
-
- return 1;
-}
-
-static int stbi__pic_test_core(stbi__context *s)
-{
- int i;
-
- if (!stbi__pic_is4(s,"\x53\x80\xF6\x34"))
- return 0;
-
- for(i=0;i<84;++i)
- stbi__get8(s);
-
- if (!stbi__pic_is4(s,"PICT"))
- return 0;
-
- return 1;
-}
-
-typedef struct
-{
- stbi_uc size,type,channel;
-} stbi__pic_packet;
-
-static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest)
-{
- int mask=0x80, i;
-
- for (i=0; i<4; ++i, mask>>=1) {
- if (channel & mask) {
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short");
- dest[i]=stbi__get8(s);
- }
- }
-
- return dest;
-}
-
-static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src)
-{
- int mask=0x80,i;
-
- for (i=0;i<4; ++i, mask>>=1)
- if (channel&mask)
- dest[i]=src[i];
-}
-
-static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result)
-{
- int act_comp=0,num_packets=0,y,chained;
- stbi__pic_packet packets[10];
-
- // this will (should...) cater for even some bizarre stuff like having data
- // for the same channel in multiple packets.
- do {
- stbi__pic_packet *packet;
-
- if (num_packets==sizeof(packets)/sizeof(packets[0]))
- return stbi__errpuc("bad format","too many packets");
-
- packet = &packets[num_packets++];
-
- chained = stbi__get8(s);
- packet->size = stbi__get8(s);
- packet->type = stbi__get8(s);
- packet->channel = stbi__get8(s);
-
- act_comp |= packet->channel;
-
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)");
- if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp");
- } while (chained);
-
- *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?
-
- for(y=0; ytype) {
- default:
- return stbi__errpuc("bad format","packet has bad compression type");
-
- case 0: {//uncompressed
- int x;
-
- for(x=0;xchannel,dest))
- return 0;
- break;
- }
-
- case 1://Pure RLE
- {
- int left=width, i;
-
- while (left>0) {
- stbi_uc count,value[4];
-
- count=stbi__get8(s);
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)");
-
- if (count > left)
- count = (stbi_uc) left;
-
- if (!stbi__readval(s,packet->channel,value)) return 0;
-
- for(i=0; ichannel,dest,value);
- left -= count;
- }
- }
- break;
-
- case 2: {//Mixed RLE
- int left=width;
- while (left>0) {
- int count = stbi__get8(s), i;
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)");
-
- if (count >= 128) { // Repeated
- stbi_uc value[4];
- int i;
-
- if (count==128)
- count = stbi__get16be(s);
- else
- count -= 127;
- if (count > left)
- return stbi__errpuc("bad file","scanline overrun");
-
- if (!stbi__readval(s,packet->channel,value))
- return 0;
-
- for(i=0;ichannel,dest,value);
- } else { // Raw
- ++count;
- if (count>left) return stbi__errpuc("bad file","scanline overrun");
-
- for(i=0;ichannel,dest))
- return 0;
- }
- left-=count;
- }
- break;
- }
- }
- }
- }
-
- return result;
-}
-
-static stbi_uc *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp)
-{
- stbi_uc *result;
- int i, x,y;
-
- for (i=0; i<92; ++i)
- stbi__get8(s);
-
- x = stbi__get16be(s);
- y = stbi__get16be(s);
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)");
- if ((1 << 28) / x < y) return stbi__errpuc("too large", "Image too large to decode");
-
- stbi__get32be(s); //skip `ratio'
- stbi__get16be(s); //skip `fields'
- stbi__get16be(s); //skip `pad'
-
- // intermediate buffer is RGBA
- result = (stbi_uc *) stbi__malloc(x*y*4);
- memset(result, 0xff, x*y*4);
-
- if (!stbi__pic_load_core(s,x,y,comp, result)) {
- free(result);
- result=0;
- }
- *px = x;
- *py = y;
- if (req_comp == 0) req_comp = *comp;
- result=stbi__convert_format(result,4,req_comp,x,y);
-
- return result;
-}
-
-static int stbi__pic_test(stbi__context *s)
-{
- int r = stbi__pic_test_core(s);
- stbi__rewind(s);
- return r;
-}
-
-// *************************************************************************************************
-// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb
-typedef struct
-{
- stbi__int16 prefix;
- stbi_uc first;
- stbi_uc suffix;
-} stbi__gif_lzw;
-
-typedef struct
-{
- int w,h;
- stbi_uc *out; // output buffer (always 4 components)
- int flags, bgindex, ratio, transparent, eflags;
- stbi_uc pal[256][4];
- stbi_uc lpal[256][4];
- stbi__gif_lzw codes[4096];
- stbi_uc *color_table;
- int parse, step;
- int lflags;
- int start_x, start_y;
- int max_x, max_y;
- int cur_x, cur_y;
- int line_size;
-} stbi__gif;
-
-static int stbi__gif_test_raw(stbi__context *s)
-{
- int sz;
- if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;
- sz = stbi__get8(s);
- if (sz != '9' && sz != '7') return 0;
- if (stbi__get8(s) != 'a') return 0;
- return 1;
-}
-
-static int stbi__gif_test(stbi__context *s)
-{
- int r = stbi__gif_test_raw(s);
- stbi__rewind(s);
- return r;
-}
-
-static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp)
-{
- int i;
- for (i=0; i < num_entries; ++i) {
- pal[i][2] = stbi__get8(s);
- pal[i][1] = stbi__get8(s);
- pal[i][0] = stbi__get8(s);
- pal[i][3] = transp ? 0 : 255;
- }
-}
-
-static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info)
-{
- stbi_uc version;
- if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')
- return stbi__err("not GIF", "Corrupt GIF");
-
- version = stbi__get8(s);
- if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF");
- if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF");
-
- stbi__g_failure_reason = "";
- g->w = stbi__get16le(s);
- g->h = stbi__get16le(s);
- g->flags = stbi__get8(s);
- g->bgindex = stbi__get8(s);
- g->ratio = stbi__get8(s);
- g->transparent = -1;
-
- if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments
-
- if (is_info) return 1;
-
- if (g->flags & 0x80)
- stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1);
-
- return 1;
-}
-
-static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__gif g;
- if (!stbi__gif_header(s, &g, comp, 1)) {
- stbi__rewind( s );
- return 0;
- }
- if (x) *x = g.w;
- if (y) *y = g.h;
- return 1;
-}
-
-static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code)
-{
- stbi_uc *p, *c;
-
- // recurse to decode the prefixes, since the linked-list is backwards,
- // and working backwards through an interleaved image would be nasty
- if (g->codes[code].prefix >= 0)
- stbi__out_gif_code(g, g->codes[code].prefix);
-
- if (g->cur_y >= g->max_y) return;
-
- p = &g->out[g->cur_x + g->cur_y];
- c = &g->color_table[g->codes[code].suffix * 4];
-
- if (c[3] >= 128) {
- p[0] = c[2];
- p[1] = c[1];
- p[2] = c[0];
- p[3] = c[3];
- }
- g->cur_x += 4;
-
- if (g->cur_x >= g->max_x) {
- g->cur_x = g->start_x;
- g->cur_y += g->step;
-
- while (g->cur_y >= g->max_y && g->parse > 0) {
- g->step = (1 << g->parse) * g->line_size;
- g->cur_y = g->start_y + (g->step >> 1);
- --g->parse;
- }
- }
-}
-
-static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g)
-{
- stbi_uc lzw_cs;
- stbi__int32 len, code;
- stbi__uint32 first;
- stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;
- stbi__gif_lzw *p;
-
- lzw_cs = stbi__get8(s);
- clear = 1 << lzw_cs;
- first = 1;
- codesize = lzw_cs + 1;
- codemask = (1 << codesize) - 1;
- bits = 0;
- valid_bits = 0;
- for (code = 0; code < clear; code++) {
- g->codes[code].prefix = -1;
- g->codes[code].first = (stbi_uc) code;
- g->codes[code].suffix = (stbi_uc) code;
- }
-
- // support no starting clear code
- avail = clear+2;
- oldcode = -1;
-
- len = 0;
- for(;;) {
- if (valid_bits < codesize) {
- if (len == 0) {
- len = stbi__get8(s); // start new block
- if (len == 0)
- return g->out;
- }
- --len;
- bits |= (stbi__int32) stbi__get8(s) << valid_bits;
- valid_bits += 8;
- } else {
- stbi__int32 code = bits & codemask;
- bits >>= codesize;
- valid_bits -= codesize;
- // @OPTIMIZE: is there some way we can accelerate the non-clear path?
- if (code == clear) { // clear code
- codesize = lzw_cs + 1;
- codemask = (1 << codesize) - 1;
- avail = clear + 2;
- oldcode = -1;
- first = 0;
- } else if (code == clear + 1) { // end of stream code
- stbi__skip(s, len);
- while ((len = stbi__get8(s)) > 0)
- stbi__skip(s,len);
- return g->out;
- } else if (code <= avail) {
- if (first) return stbi__errpuc("no clear code", "Corrupt GIF");
-
- if (oldcode >= 0) {
- p = &g->codes[avail++];
- if (avail > 4096) return stbi__errpuc("too many codes", "Corrupt GIF");
- p->prefix = (stbi__int16) oldcode;
- p->first = g->codes[oldcode].first;
- p->suffix = (code == avail) ? p->first : g->codes[code].first;
- } else if (code == avail)
- return stbi__errpuc("illegal code in raster", "Corrupt GIF");
-
- stbi__out_gif_code(g, (stbi__uint16) code);
-
- if ((avail & codemask) == 0 && avail <= 0x0FFF) {
- codesize++;
- codemask = (1 << codesize) - 1;
- }
-
- oldcode = code;
- } else {
- return stbi__errpuc("illegal code in raster", "Corrupt GIF");
- }
- }
- }
-}
-
-static void stbi__fill_gif_background(stbi__gif *g)
-{
- int i;
- stbi_uc *c = g->pal[g->bgindex];
- // @OPTIMIZE: write a dword at a time
- for (i = 0; i < g->w * g->h * 4; i += 4) {
- stbi_uc *p = &g->out[i];
- p[0] = c[2];
- p[1] = c[1];
- p[2] = c[0];
- p[3] = c[3];
- }
-}
-
-// this function is designed to support animated gifs, although stb_image doesn't support it
-static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp)
-{
- int i;
- stbi_uc *old_out = 0;
-
- if (g->out == 0) {
- if (!stbi__gif_header(s, g, comp,0)) return 0; // stbi__g_failure_reason set by stbi__gif_header
- g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
- if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory");
- stbi__fill_gif_background(g);
- } else {
- // animated-gif-only path
- if (((g->eflags & 0x1C) >> 2) == 3) {
- old_out = g->out;
- g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
- if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory");
- memcpy(g->out, old_out, g->w*g->h*4);
- }
- }
-
- for (;;) {
- switch (stbi__get8(s)) {
- case 0x2C: /* Image Descriptor */
- {
- stbi__int32 x, y, w, h;
- stbi_uc *o;
-
- x = stbi__get16le(s);
- y = stbi__get16le(s);
- w = stbi__get16le(s);
- h = stbi__get16le(s);
- if (((x + w) > (g->w)) || ((y + h) > (g->h)))
- return stbi__errpuc("bad Image Descriptor", "Corrupt GIF");
-
- g->line_size = g->w * 4;
- g->start_x = x * 4;
- g->start_y = y * g->line_size;
- g->max_x = g->start_x + w * 4;
- g->max_y = g->start_y + h * g->line_size;
- g->cur_x = g->start_x;
- g->cur_y = g->start_y;
-
- g->lflags = stbi__get8(s);
-
- if (g->lflags & 0x40) {
- g->step = 8 * g->line_size; // first interlaced spacing
- g->parse = 3;
- } else {
- g->step = g->line_size;
- g->parse = 0;
- }
-
- if (g->lflags & 0x80) {
- stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);
- g->color_table = (stbi_uc *) g->lpal;
- } else if (g->flags & 0x80) {
- for (i=0; i < 256; ++i) // @OPTIMIZE: stbi__jpeg_reset only the previous transparent
- g->pal[i][3] = 255;
- if (g->transparent >= 0 && (g->eflags & 0x01))
- g->pal[g->transparent][3] = 0;
- g->color_table = (stbi_uc *) g->pal;
- } else
- return stbi__errpuc("missing color table", "Corrupt GIF");
-
- o = stbi__process_gif_raster(s, g);
- if (o == NULL) return NULL;
-
- if (req_comp && req_comp != 4)
- o = stbi__convert_format(o, 4, req_comp, g->w, g->h);
- return o;
- }
-
- case 0x21: // Comment Extension.
- {
- int len;
- if (stbi__get8(s) == 0xF9) { // Graphic Control Extension.
- len = stbi__get8(s);
- if (len == 4) {
- g->eflags = stbi__get8(s);
- stbi__get16le(s); // delay
- g->transparent = stbi__get8(s);
- } else {
- stbi__skip(s, len);
- break;
- }
- }
- while ((len = stbi__get8(s)) != 0)
- stbi__skip(s, len);
- break;
- }
-
- case 0x3B: // gif stream termination code
- return (stbi_uc *) s; // using '1' causes warning on some compilers
-
- default:
- return stbi__errpuc("unknown code", "Corrupt GIF");
- }
- }
-}
-
-static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi_uc *u = 0;
- stbi__gif g;
- memset(&g, 0, sizeof(g));
-
- u = stbi__gif_load_next(s, &g, comp, req_comp);
- if (u == (stbi_uc *) s) u = 0; // end of animated gif marker
- if (u) {
- *x = g.w;
- *y = g.h;
- }
-
- return u;
-}
-
-static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp)
-{
- return stbi__gif_info_raw(s,x,y,comp);
-}
-
-
-// *************************************************************************************************
-// Radiance RGBE HDR loader
-// originally by Nicolas Schulz
-#ifndef STBI_NO_HDR
-static int stbi__hdr_test_core(stbi__context *s)
-{
- const char *signature = "#?RADIANCE\n";
- int i;
- for (i=0; signature[i]; ++i)
- if (stbi__get8(s) != signature[i])
- return 0;
- return 1;
-}
-
-static int stbi__hdr_test(stbi__context* s)
-{
- int r = stbi__hdr_test_core(s);
- stbi__rewind(s);
- return r;
-}
-
-#define STBI__HDR_BUFLEN 1024
-static char *stbi__hdr_gettoken(stbi__context *z, char *buffer)
-{
- int len=0;
- char c = '\0';
-
- c = (char) stbi__get8(z);
-
- while (!stbi__at_eof(z) && c != '\n') {
- buffer[len++] = c;
- if (len == STBI__HDR_BUFLEN-1) {
- // flush to end of line
- while (!stbi__at_eof(z) && stbi__get8(z) != '\n')
- ;
- break;
- }
- c = (char) stbi__get8(z);
- }
-
- buffer[len] = 0;
- return buffer;
-}
-
-static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp)
-{
- if ( input[3] != 0 ) {
- float f1;
- // Exponent
- f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8));
- if (req_comp <= 2)
- output[0] = (input[0] + input[1] + input[2]) * f1 / 3;
- else {
- output[0] = input[0] * f1;
- output[1] = input[1] * f1;
- output[2] = input[2] * f1;
- }
- if (req_comp == 2) output[1] = 1;
- if (req_comp == 4) output[3] = 1;
- } else {
- switch (req_comp) {
- case 4: output[3] = 1; /* fallthrough */
- case 3: output[0] = output[1] = output[2] = 0;
- break;
- case 2: output[1] = 1; /* fallthrough */
- case 1: output[0] = 0;
- break;
- }
- }
-}
-
-static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- char buffer[STBI__HDR_BUFLEN];
- char *token;
- int valid = 0;
- int width, height;
- stbi_uc *scanline;
- float *hdr_data;
- int len;
- unsigned char count, value;
- int i, j, k, c1,c2, z;
-
-
- // Check identifier
- if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0)
- return stbi__errpf("not HDR", "Corrupt HDR image");
-
- // Parse header
- for(;;) {
- token = stbi__hdr_gettoken(s,buffer);
- if (token[0] == 0) break;
- if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
- }
-
- if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format");
-
- // Parse width and height
- // can't use sscanf() if we're not using stdio!
- token = stbi__hdr_gettoken(s,buffer);
- if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
- token += 3;
- height = (int) strtol(token, &token, 10);
- while (*token == ' ') ++token;
- if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
- token += 3;
- width = (int) strtol(token, NULL, 10);
-
- *x = width;
- *y = height;
-
- if (comp) *comp = 3;
- if (req_comp == 0) req_comp = 3;
-
- // Read data
- hdr_data = (float *) stbi__malloc(height * width * req_comp * sizeof(float));
-
- // Load image data
- // image data is stored as some number of sca
- if ( width < 8 || width >= 32768) {
- // Read flat data
- for (j=0; j < height; ++j) {
- for (i=0; i < width; ++i) {
- stbi_uc rgbe[4];
- main_decode_loop:
- stbi__getn(s, rgbe, 4);
- stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);
- }
- }
- } else {
- // Read RLE-encoded data
- scanline = NULL;
-
- for (j = 0; j < height; ++j) {
- c1 = stbi__get8(s);
- c2 = stbi__get8(s);
- len = stbi__get8(s);
- if (c1 != 2 || c2 != 2 || (len & 0x80)) {
- // not run-length encoded, so we have to actually use THIS data as a decoded
- // pixel (note this can't be a valid pixel--one of RGB must be >= 128)
- stbi_uc rgbe[4];
- rgbe[0] = (stbi_uc) c1;
- rgbe[1] = (stbi_uc) c2;
- rgbe[2] = (stbi_uc) len;
- rgbe[3] = (stbi_uc) stbi__get8(s);
- stbi__hdr_convert(hdr_data, rgbe, req_comp);
- i = 1;
- j = 0;
- free(scanline);
- goto main_decode_loop; // yes, this makes no sense
- }
- len <<= 8;
- len |= stbi__get8(s);
- if (len != width) { free(hdr_data); free(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); }
- if (scanline == NULL) scanline = (stbi_uc *) stbi__malloc(width * 4);
-
- for (k = 0; k < 4; ++k) {
- i = 0;
- while (i < width) {
- count = stbi__get8(s);
- if (count > 128) {
- // Run
- value = stbi__get8(s);
- count -= 128;
- for (z = 0; z < count; ++z)
- scanline[i++ * 4 + k] = value;
- } else {
- // Dump
- for (z = 0; z < count; ++z)
- scanline[i++ * 4 + k] = stbi__get8(s);
- }
- }
- }
- for (i=0; i < width; ++i)
- stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp);
- }
- free(scanline);
- }
-
- return hdr_data;
-}
-
-static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp)
-{
- char buffer[STBI__HDR_BUFLEN];
- char *token;
- int valid = 0;
-
- if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0) {
- stbi__rewind( s );
- return 0;
- }
-
- for(;;) {
- token = stbi__hdr_gettoken(s,buffer);
- if (token[0] == 0) break;
- if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
- }
-
- if (!valid) {
- stbi__rewind( s );
- return 0;
- }
- token = stbi__hdr_gettoken(s,buffer);
- if (strncmp(token, "-Y ", 3)) {
- stbi__rewind( s );
- return 0;
- }
- token += 3;
- *y = (int) strtol(token, &token, 10);
- while (*token == ' ') ++token;
- if (strncmp(token, "+X ", 3)) {
- stbi__rewind( s );
- return 0;
- }
- token += 3;
- *x = (int) strtol(token, NULL, 10);
- *comp = 3;
- return 1;
-}
-#endif // STBI_NO_HDR
-
-static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int hsz;
- if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') {
- stbi__rewind( s );
- return 0;
- }
- stbi__skip(s,12);
- hsz = stbi__get32le(s);
- if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) {
- stbi__rewind( s );
- return 0;
- }
- if (hsz == 12) {
- *x = stbi__get16le(s);
- *y = stbi__get16le(s);
- } else {
- *x = stbi__get32le(s);
- *y = stbi__get32le(s);
- }
- if (stbi__get16le(s) != 1) {
- stbi__rewind( s );
- return 0;
- }
- *comp = stbi__get16le(s) / 8;
- return 1;
-}
-
-static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int channelCount;
- if (stbi__get32be(s) != 0x38425053) {
- stbi__rewind( s );
- return 0;
- }
- if (stbi__get16be(s) != 1) {
- stbi__rewind( s );
- return 0;
- }
- stbi__skip(s, 6);
- channelCount = stbi__get16be(s);
- if (channelCount < 0 || channelCount > 16) {
- stbi__rewind( s );
- return 0;
- }
- *y = stbi__get32be(s);
- *x = stbi__get32be(s);
- if (stbi__get16be(s) != 8) {
- stbi__rewind( s );
- return 0;
- }
- if (stbi__get16be(s) != 3) {
- stbi__rewind( s );
- return 0;
- }
- *comp = 4;
- return 1;
-}
-
-static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int act_comp=0,num_packets=0,chained;
- stbi__pic_packet packets[10];
-
- stbi__skip(s, 92);
-
- *x = stbi__get16be(s);
- *y = stbi__get16be(s);
- if (stbi__at_eof(s)) return 0;
- if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) {
- stbi__rewind( s );
- return 0;
- }
-
- stbi__skip(s, 8);
-
- do {
- stbi__pic_packet *packet;
-
- if (num_packets==sizeof(packets)/sizeof(packets[0]))
- return 0;
-
- packet = &packets[num_packets++];
- chained = stbi__get8(s);
- packet->size = stbi__get8(s);
- packet->type = stbi__get8(s);
- packet->channel = stbi__get8(s);
- act_comp |= packet->channel;
-
- if (stbi__at_eof(s)) {
- stbi__rewind( s );
- return 0;
- }
- if (packet->size != 8) {
- stbi__rewind( s );
- return 0;
- }
- } while (chained);
-
- *comp = (act_comp & 0x10 ? 4 : 3);
-
- return 1;
-}
-
-static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp)
-{
- if (stbi__jpeg_info(s, x, y, comp))
- return 1;
- if (stbi__png_info(s, x, y, comp))
- return 1;
- if (stbi__gif_info(s, x, y, comp))
- return 1;
- if (stbi__bmp_info(s, x, y, comp))
- return 1;
- if (stbi__psd_info(s, x, y, comp))
- return 1;
- if (stbi__pic_info(s, x, y, comp))
- return 1;
- #ifndef STBI_NO_HDR
- if (stbi__hdr_info(s, x, y, comp))
- return 1;
- #endif
- // test tga last because it's a crappy test!
- if (stbi__tga_info(s, x, y, comp))
- return 1;
- return stbi__err("unknown image type", "Image not of any known type, or corrupt");
-}
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp)
-{
- FILE *f = stbi__fopen(filename, "rb");
- int result;
- if (!f) return stbi__err("can't fopen", "Unable to open file");
- result = stbi_info_from_file(f, x, y, comp);
- fclose(f);
- return result;
-}
-
-STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp)
-{
- int r;
- stbi__context s;
- long pos = ftell(f);
- stbi__start_file(&s, f);
- r = stbi__info_main(&s,x,y,comp);
- fseek(f,pos,SEEK_SET);
- return r;
-}
-#endif // !STBI_NO_STDIO
-
-STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi__info_main(&s,x,y,comp);
-}
-
-STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user);
- return stbi__info_main(&s,x,y,comp);
-}
-
-#endif // STB_IMAGE_IMPLEMENTATION
-
-/*
- revision history:
- 1.46 (2014-08-26)
- fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG
- 1.45 (2014-08-16)
- fix MSVC-ARM internal compiler error by wrapping malloc
- 1.44 (2014-08-07)
- various warning fixes from Ronny Chevalier
- 1.43 (2014-07-15)
- fix MSVC-only compiler problem in code changed in 1.42
- 1.42 (2014-07-09)
- don't define _CRT_SECURE_NO_WARNINGS (affects user code)
- fixes to stbi__cleanup_jpeg path
- added STBI_ASSERT to avoid requiring assert.h
- 1.41 (2014-06-25)
- fix search&replace from 1.36 that messed up comments/error messages
- 1.40 (2014-06-22)
- fix gcc struct-initialization warning
- 1.39 (2014-06-15)
- fix to TGA optimization when req_comp != number of components in TGA;
- fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)
- add support for BMP version 5 (more ignored fields)
- 1.38 (2014-06-06)
- suppress MSVC warnings on integer casts truncating values
- fix accidental rename of 'skip' field of I/O
- 1.37 (2014-06-04)
- remove duplicate typedef
- 1.36 (2014-06-03)
- convert to header file single-file library
- if de-iphone isn't set, load iphone images color-swapped instead of returning NULL
- 1.35 (2014-05-27)
- various warnings
- fix broken STBI_SIMD path
- fix bug where stbi_load_from_file no longer left file pointer in correct place
- fix broken non-easy path for 32-bit BMP (possibly never used)
- TGA optimization by Arseny Kapoulkine
- 1.34 (unknown)
- use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case
- 1.33 (2011-07-14)
- make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements
- 1.32 (2011-07-13)
- support for "info" function for all supported filetypes (SpartanJ)
- 1.31 (2011-06-20)
- a few more leak fixes, bug in PNG handling (SpartanJ)
- 1.30 (2011-06-11)
- added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)
- removed deprecated format-specific test/load functions
- removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway
- error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)
- fix inefficiency in decoding 32-bit BMP (David Woo)
- 1.29 (2010-08-16)
- various warning fixes from Aurelien Pocheville
- 1.28 (2010-08-01)
- fix bug in GIF palette transparency (SpartanJ)
- 1.27 (2010-08-01)
- cast-to-stbi_uc to fix warnings
- 1.26 (2010-07-24)
- fix bug in file buffering for PNG reported by SpartanJ
- 1.25 (2010-07-17)
- refix trans_data warning (Won Chun)
- 1.24 (2010-07-12)
- perf improvements reading from files on platforms with lock-heavy fgetc()
- minor perf improvements for jpeg
- deprecated type-specific functions so we'll get feedback if they're needed
- attempt to fix trans_data warning (Won Chun)
- 1.23 fixed bug in iPhone support
- 1.22 (2010-07-10)
- removed image *writing* support
- stbi_info support from Jetro Lauha
- GIF support from Jean-Marc Lienher
- iPhone PNG-extensions from James Brown
- warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)
- 1.21 fix use of 'stbi_uc' in header (reported by jon blow)
- 1.20 added support for Softimage PIC, by Tom Seddon
- 1.19 bug in interlaced PNG corruption check (found by ryg)
- 1.18 2008-08-02
- fix a threading bug (local mutable static)
- 1.17 support interlaced PNG
- 1.16 major bugfix - stbi__convert_format converted one too many pixels
- 1.15 initialize some fields for thread safety
- 1.14 fix threadsafe conversion bug
- header-file-only version (#define STBI_HEADER_FILE_ONLY before including)
- 1.13 threadsafe
- 1.12 const qualifiers in the API
- 1.11 Support installable IDCT, colorspace conversion routines
- 1.10 Fixes for 64-bit (don't use "unsigned long")
- optimized upsampling by Fabian "ryg" Giesen
- 1.09 Fix format-conversion for PSD code (bad global variables!)
- 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz
- 1.07 attempt to fix C++ warning/errors again
- 1.06 attempt to fix C++ warning/errors again
- 1.05 fix TGA loading to return correct *comp and use good luminance calc
- 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free
- 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR
- 1.02 support for (subset of) HDR files, float interface for preferred access to them
- 1.01 fix bug: possible bug in handling right-side up bmps... not sure
- fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all
- 1.00 interface to zlib that skips zlib header
- 0.99 correct handling of alpha in palette
- 0.98 TGA loader by lonesock; dynamically add loaders (untested)
- 0.97 jpeg errors on too large a file; also catch another malloc failure
- 0.96 fix detection of invalid v value - particleman@mollyrocket forum
- 0.95 during header scan, seek to markers in case of padding
- 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same
- 0.93 handle jpegtran output; verbose errors
- 0.92 read 4,8,16,24,32-bit BMP files of several formats
- 0.91 output 24-bit Windows 3.0 BMP files
- 0.90 fix a few more warnings; bump version number to approach 1.0
- 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd
- 0.60 fix compiling as c++
- 0.59 fix warnings: merge Dave Moore's -Wall fixes
- 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian
- 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available
- 0.56 fix bug: zlib uncompressed mode len vs. nlen
- 0.55 fix bug: restart_interval not initialized to 0
- 0.54 allow NULL for 'int *comp'
- 0.53 fix bug in png 3->4; speedup png decoding
- 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments
- 0.51 obey req_comp requests, 1-component jpegs return as 1-component,
- on 'test' only check type, not whether we support this variant
- 0.50 first released version
-*/
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 027fc15..ae08a23 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -11,7 +11,7 @@
# http://www.glfw.org
#
-CXX = g++
+#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@@ -22,6 +22,7 @@
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@@ -32,11 +33,9 @@
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
- CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
- CXXFLAGS += -I../../
-
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
-
endif
.cpp.o:
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index ff46b53..34dd1da 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -1,26 +1,22 @@
+// ImGui - standalone example application for OpenGL 2, using fixed pipeline
+
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#include
-#include
#endif
-#define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h" // for .png loading
-#include "../../imgui.h"
-// glew & glfw
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
#define GLEW_STATIC
#include
#include
-#ifdef _MSC_VER
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include
-#endif
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
-static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@@ -64,24 +60,24 @@
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
+
+ // Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
-
- // Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@@ -100,22 +96,6 @@
glfwSetClipboardString(window, text);
}
-#ifdef _MSC_VER
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- HWND hwnd = glfwGetWin32Window(window);
- if (HIMC himc = ImmGetContext(hwnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-#endif
-
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
@@ -131,7 +111,7 @@
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines.
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -159,7 +139,6 @@
if (!glfwInit())
exit(1);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@@ -172,18 +151,10 @@
void InitImGui()
{
- int w, h;
- int fb_w, fb_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &fb_w, &fb_h);
- mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
- mousePosScale.y = (float)fb_h / h;
-
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align OpenGL texels
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@@ -204,9 +175,6 @@
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
-#endif
// Load font texture
glGenTextures(1, &fontTex);
@@ -250,7 +218,14 @@
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
@@ -260,7 +235,9 @@
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
@@ -278,7 +255,6 @@
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
- io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
@@ -294,7 +270,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -317,7 +293,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -329,7 +305,9 @@
glfwSwapBuffers(window);
}
+ // Cleanup
ImGui::Shutdown();
glfwTerminate();
+
return 0;
}
diff --git a/examples/opengl_example/opengl_example.sln b/examples/opengl_example/opengl_example.sln
deleted file mode 100644
index b4905b1..0000000
--- a/examples/opengl_example/opengl_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/opengl_example/opengl_example.vcxproj b/examples/opengl_example/opengl_example.vcxproj
index 0ff40ca..8c1898d 100644
--- a/examples/opengl_example/opengl_example.vcxproj
+++ b/examples/opengl_example/opengl_example.vcxproj
@@ -41,11 +41,11 @@
Level3
Disabled
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -56,13 +56,13 @@
MaxSpeed
true
true
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
true
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -75,10 +75,7 @@
-
-
-
-
+
diff --git a/examples/opengl_example/opengl_example.vcxproj.filters b/examples/opengl_example/opengl_example.vcxproj.filters
index 4f657bf..69a481e 100644
--- a/examples/opengl_example/opengl_example.vcxproj.filters
+++ b/examples/opengl_example/opengl_example.vcxproj.filters
@@ -18,9 +18,6 @@
-
- sources
-
imgui
@@ -30,10 +27,8 @@
imgui
-
-
-
- imgui
-
+
+ sources
+
\ No newline at end of file
diff --git a/examples/opengl_example/stb_image.h b/examples/opengl_example/stb_image.h
deleted file mode 100644
index 5ab9c58..0000000
--- a/examples/opengl_example/stb_image.h
+++ /dev/null
@@ -1,4744 +0,0 @@
-/* stb_image - v1.46 - public domain JPEG/PNG reader - http://nothings.org/stb_image.c
- when you control the images you're loading
- no warranty implied; use at your own risk
-
- Do this:
- #define STB_IMAGE_IMPLEMENTATION
- before you include this file in *one* C or C++ file to create the implementation.
-
- #define STBI_ASSERT(x) to avoid using assert.h.
-
- QUICK NOTES:
- Primarily of interest to game developers and other people who can
- avoid problematic images and only need the trivial interface
-
- JPEG baseline (no JPEG progressive)
- PNG 1/2/4/8-bit-per-channel (16 bpc not supported)
-
- TGA (not sure what subset, if a subset)
- BMP non-1bpp, non-RLE
- PSD (composited view only, no extra channels)
-
- GIF (*comp always reports as 4-channel)
- HDR (radiance rgbE format)
- PIC (Softimage PIC)
-
- - decode from memory or through FILE (define STBI_NO_STDIO to remove code)
- - decode from arbitrary I/O callbacks
- - overridable dequantizing-IDCT, YCbCr-to-RGB conversion (define STBI_SIMD)
-
- Latest revisions:
- 1.xx (2014-09-26) 1/2/4-bit PNG support (both grayscale and paletted)
- 1.46 (2014-08-26) fix broken tRNS chunk in non-paletted PNG
- 1.45 (2014-08-16) workaround MSVC-ARM internal compiler error by wrapping malloc
- 1.44 (2014-08-07) warnings
- 1.43 (2014-07-15) fix MSVC-only bug in 1.42
- 1.42 (2014-07-09) no _CRT_SECURE_NO_WARNINGS; error-path fixes; STBI_ASSERT
- 1.41 (2014-06-25) fix search&replace that messed up comments/error messages
- 1.40 (2014-06-22) gcc warning
- 1.39 (2014-06-15) TGA optimization bugfix, multiple BMP fixes
- 1.38 (2014-06-06) suppress MSVC run-time warnings, fix accidental rename of 'skip'
- 1.37 (2014-06-04) remove duplicate typedef
- 1.36 (2014-06-03) converted to header file, allow reading incorrect iphoned-images without iphone flag
- 1.35 (2014-05-27) warnings, bugfixes, TGA optimization, etc
-
- See end of file for full revision history.
-
- TODO:
- stbi_info support for BMP,PSD,HDR,PIC
-
-
- ============================ Contributors =========================
-
- Image formats Bug fixes & warning fixes
- Sean Barrett (jpeg, png, bmp) Marc LeBlanc
- Nicolas Schulz (hdr, psd) Christpher Lloyd
- Jonathan Dummer (tga) Dave Moore
- Jean-Marc Lienher (gif) Won Chun
- Tom Seddon (pic) the Horde3D community
- Thatcher Ulrich (psd) Janez Zemva
- Jonathan Blow
- Laurent Gomila
- Extensions, features Aruelien Pocheville
- Jetro Lauha (stbi_info) Ryamond Barbiero
- James "moose2000" Brown (iPhone PNG) David Woo
- Ben "Disch" Wenger (io callbacks) Roy Eltham
- Martin "SpartanJ" Golini Luke Graham
- Omar Cornut (1/2/4-bit png) Thomas Ruf
- John Bartholomew
- Optimizations & bugfixes Ken Hamada
- Fabian "ryg" Giesen Cort Stratton
- Arseny Kapoulkine Blazej Dariusz Roszkowski
- Thibault Reuille
- Paul Du Bois
- Guillaume George
- Jerry Jansson
- If your name should be here but Hayaki Saito
- isn't, let Sean know. Johan Duparc
- Ronny Chevalier
- Michal Cichon
-*/
-
-#ifndef STBI_INCLUDE_STB_IMAGE_H
-#define STBI_INCLUDE_STB_IMAGE_H
-
-// Limitations:
-// - no jpeg progressive support
-// - non-HDR formats support 8-bit samples only (jpeg, png)
-// - no delayed line count (jpeg) -- IJG doesn't support either
-// - no 1-bit BMP
-// - GIF always returns *comp=4
-//
-// Basic usage (see HDR discussion below):
-// int x,y,n;
-// unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
-// // ... process data if not NULL ...
-// // ... x = width, y = height, n = # 8-bit components per pixel ...
-// // ... replace '0' with '1'..'4' to force that many components per pixel
-// // ... but 'n' will always be the number that it would have been if you said 0
-// stbi_image_free(data)
-//
-// Standard parameters:
-// int *x -- outputs image width in pixels
-// int *y -- outputs image height in pixels
-// int *comp -- outputs # of image components in image file
-// int req_comp -- if non-zero, # of image components requested in result
-//
-// The return value from an image loader is an 'unsigned char *' which points
-// to the pixel data. The pixel data consists of *y scanlines of *x pixels,
-// with each pixel consisting of N interleaved 8-bit components; the first
-// pixel pointed to is top-left-most in the image. There is no padding between
-// image scanlines or between pixels, regardless of format. The number of
-// components N is 'req_comp' if req_comp is non-zero, or *comp otherwise.
-// If req_comp is non-zero, *comp has the number of components that _would_
-// have been output otherwise. E.g. if you set req_comp to 4, you will always
-// get RGBA output, but you can check *comp to easily see if it's opaque.
-//
-// An output image with N components has the following components interleaved
-// in this order in each pixel:
-//
-// N=#comp components
-// 1 grey
-// 2 grey, alpha
-// 3 red, green, blue
-// 4 red, green, blue, alpha
-//
-// If image loading fails for any reason, the return value will be NULL,
-// and *x, *y, *comp will be unchanged. The function stbi_failure_reason()
-// can be queried for an extremely brief, end-user unfriendly explanation
-// of why the load failed. Define STBI_NO_FAILURE_STRINGS to avoid
-// compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly
-// more user-friendly ones.
-//
-// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.
-//
-// ===========================================================================
-//
-// iPhone PNG support:
-//
-// By default we convert iphone-formatted PNGs back to RGB; nominally they
-// would silently load as BGR, except the existing code should have just
-// failed on such iPhone PNGs. But you can disable this conversion by
-// by calling stbi_convert_iphone_png_to_rgb(0), in which case
-// you will always just get the native iphone "format" through.
-//
-// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per
-// pixel to remove any premultiplied alpha *only* if the image file explicitly
-// says there's premultiplied data (currently only happens in iPhone images,
-// and only if iPhone convert-to-rgb processing is on).
-//
-// ===========================================================================
-//
-// HDR image support (disable by defining STBI_NO_HDR)
-//
-// stb_image now supports loading HDR images in general, and currently
-// the Radiance .HDR file format, although the support is provided
-// generically. You can still load any file through the existing interface;
-// if you attempt to load an HDR file, it will be automatically remapped to
-// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;
-// both of these constants can be reconfigured through this interface:
-//
-// stbi_hdr_to_ldr_gamma(2.2f);
-// stbi_hdr_to_ldr_scale(1.0f);
-//
-// (note, do not use _inverse_ constants; stbi_image will invert them
-// appropriately).
-//
-// Additionally, there is a new, parallel interface for loading files as
-// (linear) floats to preserve the full dynamic range:
-//
-// float *data = stbi_loadf(filename, &x, &y, &n, 0);
-//
-// If you load LDR images through this interface, those images will
-// be promoted to floating point values, run through the inverse of
-// constants corresponding to the above:
-//
-// stbi_ldr_to_hdr_scale(1.0f);
-// stbi_ldr_to_hdr_gamma(2.2f);
-//
-// Finally, given a filename (or an open file or memory block--see header
-// file for details) containing image data, you can query for the "most
-// appropriate" interface to use (that is, whether the image is HDR or
-// not), using:
-//
-// stbi_is_hdr(char *filename);
-//
-// ===========================================================================
-//
-// I/O callbacks
-//
-// I/O callbacks allow you to read from arbitrary sources, like packaged
-// files or some other source. Data read from callbacks are processed
-// through a small internal buffer (currently 128 bytes) to try to reduce
-// overhead.
-//
-// The three functions you must define are "read" (reads some bytes of data),
-// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end).
-
-
-#ifndef STBI_NO_STDIO
-#include
-#endif // STBI_NO_STDIO
-
-#define STBI_VERSION 1
-
-enum
-{
- STBI_default = 0, // only used for req_comp
-
- STBI_grey = 1,
- STBI_grey_alpha = 2,
- STBI_rgb = 3,
- STBI_rgb_alpha = 4
-};
-
-typedef unsigned char stbi_uc;
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#ifdef STB_IMAGE_STATIC
-#define STBIDEF static
-#else
-#define STBIDEF extern
-#endif
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// PRIMARY API - works on images of any type
-//
-
-//
-// load image by filename, open file, or memory buffer
-//
-
-STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
-
-#ifndef STBI_NO_STDIO
-STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *comp, int req_comp);
-STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
-// for stbi_load_from_file, file pointer is left pointing immediately after image
-#endif
-
-typedef struct
-{
- int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read
- void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative
- int (*eof) (void *user); // returns nonzero if we are at end of file/data
-} stbi_io_callbacks;
-
-STBIDEF stbi_uc *stbi_load_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
-
-#ifndef STBI_NO_HDR
- STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
-
- #ifndef STBI_NO_STDIO
- STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *comp, int req_comp);
- STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
- #endif
-
- STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
-
- STBIDEF void stbi_hdr_to_ldr_gamma(float gamma);
- STBIDEF void stbi_hdr_to_ldr_scale(float scale);
-
- STBIDEF void stbi_ldr_to_hdr_gamma(float gamma);
- STBIDEF void stbi_ldr_to_hdr_scale(float scale);
-#endif // STBI_NO_HDR
-
-// stbi_is_hdr is always defined
-STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user);
-STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_is_hdr (char const *filename);
-STBIDEF int stbi_is_hdr_from_file(FILE *f);
-#endif // STBI_NO_STDIO
-
-
-// get a VERY brief reason for failure
-// NOT THREADSAFE
-STBIDEF const char *stbi_failure_reason (void);
-
-// free the loaded image -- this is just free()
-STBIDEF void stbi_image_free (void *retval_from_stbi_load);
-
-// get image dimensions & components without fully decoding
-STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
-STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp);
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp);
-STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp);
-
-#endif
-
-
-
-// for image formats that explicitly notate that they have premultiplied alpha,
-// we just return the colors as stored in the file. set this flag to force
-// unpremultiplication. results are undefined if the unpremultiply overflow.
-STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);
-
-// indicate whether we should process iphone images back to canonical format,
-// or just pass them through "as-is"
-STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);
-
-
-// ZLIB client - used by PNG, available for other purposes
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);
-STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header);
-STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);
-STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
-
-STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);
-STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
-
-
-// define faster low-level operations (typically SIMD support)
-#ifdef STBI_SIMD
-typedef void (*stbi_idct_8x8)(stbi_uc *out, int out_stride, short data[64], unsigned short *dequantize);
-// compute an integer IDCT on "input"
-// input[x] = data[x] * dequantize[x]
-// write results to 'out': 64 samples, each run of 8 spaced by 'out_stride'
-// CLAMP results to 0..255
-typedef void (*stbi_YCbCr_to_RGB_run)(stbi_uc *output, stbi_uc const *y, stbi_uc const *cb, stbi_uc const *cr, int count, int step);
-// compute a conversion from YCbCr to RGB
-// 'count' pixels
-// write pixels to 'output'; each pixel is 'step' bytes (either 3 or 4; if 4, write '255' as 4th), order R,G,B
-// y: Y input channel
-// cb: Cb input channel; scale/biased to be 0..255
-// cr: Cr input channel; scale/biased to be 0..255
-
-STBIDEF void stbi_install_idct(stbi_idct_8x8 func);
-STBIDEF void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func);
-#endif // STBI_SIMD
-
-
-#ifdef __cplusplus
-}
-#endif
-
-//
-//
-//// end header file /////////////////////////////////////////////////////
-#endif // STBI_INCLUDE_STB_IMAGE_H
-
-#ifdef STB_IMAGE_IMPLEMENTATION
-
-#ifndef STBI_NO_HDR
-#include // ldexp
-#include // strcmp, strtok
-#endif
-
-#ifndef STBI_NO_STDIO
-#include
-#endif
-#include
-#include
-#ifndef STBI_ASSERT
-#include
-#define STBI_ASSERT(x) assert(x)
-#endif
-#include
-#include // ptrdiff_t on osx
-
-#ifndef _MSC_VER
- #ifdef __cplusplus
- #define stbi_inline inline
- #else
- #define stbi_inline
- #endif
-#else
- #define stbi_inline __forceinline
-#endif
-
-
-#ifdef _MSC_VER
-typedef unsigned short stbi__uint16;
-typedef signed short stbi__int16;
-typedef unsigned int stbi__uint32;
-typedef signed int stbi__int32;
-#else
-#include
-typedef uint16_t stbi__uint16;
-typedef int16_t stbi__int16;
-typedef uint32_t stbi__uint32;
-typedef int32_t stbi__int32;
-#endif
-
-// should produce compiler error if size is wrong
-typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1];
-
-#ifdef _MSC_VER
-#define STBI_NOTUSED(v) (void)(v)
-#else
-#define STBI_NOTUSED(v) (void)sizeof(v)
-#endif
-
-#ifdef _MSC_VER
-#define STBI_HAS_LROTL
-#endif
-
-#ifdef STBI_HAS_LROTL
- #define stbi_lrot(x,y) _lrotl(x,y)
-#else
- #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (32 - (y))))
-#endif
-
-///////////////////////////////////////////////
-//
-// stbi__context struct and start_xxx functions
-
-// stbi__context structure is our basic context used by all images, so it
-// contains all the IO context, plus some basic image information
-typedef struct
-{
- stbi__uint32 img_x, img_y;
- int img_n, img_out_n;
-
- stbi_io_callbacks io;
- void *io_user_data;
-
- int read_from_callbacks;
- int buflen;
- stbi_uc buffer_start[128];
-
- stbi_uc *img_buffer, *img_buffer_end;
- stbi_uc *img_buffer_original;
-} stbi__context;
-
-
-static void stbi__refill_buffer(stbi__context *s);
-
-// initialize a memory-decode context
-static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len)
-{
- s->io.read = NULL;
- s->read_from_callbacks = 0;
- s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer;
- s->img_buffer_end = (stbi_uc *) buffer+len;
-}
-
-// initialize a callback-based context
-static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user)
-{
- s->io = *c;
- s->io_user_data = user;
- s->buflen = sizeof(s->buffer_start);
- s->read_from_callbacks = 1;
- s->img_buffer_original = s->buffer_start;
- stbi__refill_buffer(s);
-}
-
-#ifndef STBI_NO_STDIO
-
-static int stbi__stdio_read(void *user, char *data, int size)
-{
- return (int) fread(data,1,size,(FILE*) user);
-}
-
-static void stbi__stdio_skip(void *user, int n)
-{
- fseek((FILE*) user, n, SEEK_CUR);
-}
-
-static int stbi__stdio_eof(void *user)
-{
- return feof((FILE*) user);
-}
-
-static stbi_io_callbacks stbi__stdio_callbacks =
-{
- stbi__stdio_read,
- stbi__stdio_skip,
- stbi__stdio_eof,
-};
-
-static void stbi__start_file(stbi__context *s, FILE *f)
-{
- stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f);
-}
-
-//static void stop_file(stbi__context *s) { }
-
-#endif // !STBI_NO_STDIO
-
-static void stbi__rewind(stbi__context *s)
-{
- // conceptually rewind SHOULD rewind to the beginning of the stream,
- // but we just rewind to the beginning of the initial buffer, because
- // we only use it after doing 'test', which only ever looks at at most 92 bytes
- s->img_buffer = s->img_buffer_original;
-}
-
-static int stbi__jpeg_test(stbi__context *s);
-static stbi_uc *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__png_test(stbi__context *s);
-static stbi_uc *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__bmp_test(stbi__context *s);
-static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__tga_test(stbi__context *s);
-static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__psd_test(stbi__context *s);
-static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-#ifndef STBI_NO_HDR
-static int stbi__hdr_test(stbi__context *s);
-static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-#endif
-static int stbi__pic_test(stbi__context *s);
-static stbi_uc *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__gif_test(stbi__context *s);
-static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp);
-
-
-// this is not threadsafe
-static const char *stbi__g_failure_reason;
-
-STBIDEF const char *stbi_failure_reason(void)
-{
- return stbi__g_failure_reason;
-}
-
-static int stbi__err(const char *str)
-{
- stbi__g_failure_reason = str;
- return 0;
-}
-
-static void *stbi__malloc(size_t size)
-{
- return malloc(size);
-}
-
-// stbi__err - error
-// stbi__errpf - error returning pointer to float
-// stbi__errpuc - error returning pointer to unsigned char
-
-#ifdef STBI_NO_FAILURE_STRINGS
- #define stbi__err(x,y) 0
-#elif defined(STBI_FAILURE_USERMSG)
- #define stbi__err(x,y) stbi__err(y)
-#else
- #define stbi__err(x,y) stbi__err(x)
-#endif
-
-#define stbi__errpf(x,y) ((float *) (stbi__err(x,y)?NULL:NULL))
-#define stbi__errpuc(x,y) ((unsigned char *) (stbi__err(x,y)?NULL:NULL))
-
-STBIDEF void stbi_image_free(void *retval_from_stbi_load)
-{
- free(retval_from_stbi_load);
-}
-
-#ifndef STBI_NO_HDR
-static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp);
-static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp);
-#endif
-
-static unsigned char *stbi_load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp);
- if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp);
- if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp);
- if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp);
- if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp);
- if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp);
-
- #ifndef STBI_NO_HDR
- if (stbi__hdr_test(s)) {
- float *hdr = stbi__hdr_load(s, x,y,comp,req_comp);
- return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);
- }
- #endif
-
- // test tga last because it's a crappy test!
- if (stbi__tga_test(s))
- return stbi__tga_load(s,x,y,comp,req_comp);
- return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt");
-}
-
-#ifndef STBI_NO_STDIO
-
-FILE *stbi__fopen(char const *filename, char const *mode)
-{
- FILE *f;
-#if defined(_MSC_VER) && _MSC_VER >= 1400
- if (0 != fopen_s(&f, filename, mode))
- f=0;
-#else
- f = fopen(filename, mode);
-#endif
- return f;
-}
-
-
-STBIDEF unsigned char *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp)
-{
- FILE *f = stbi__fopen(filename, "rb");
- unsigned char *result;
- if (!f) return stbi__errpuc("can't fopen", "Unable to open file");
- result = stbi_load_from_file(f,x,y,comp,req_comp);
- fclose(f);
- return result;
-}
-
-STBIDEF unsigned char *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
-{
- unsigned char *result;
- stbi__context s;
- stbi__start_file(&s,f);
- result = stbi_load_main(&s,x,y,comp,req_comp);
- if (result) {
- // need to 'unget' all the characters in the IO buffer
- fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR);
- }
- return result;
-}
-#endif //!STBI_NO_STDIO
-
-STBIDEF unsigned char *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi_load_main(&s,x,y,comp,req_comp);
-}
-
-unsigned char *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi_load_main(&s,x,y,comp,req_comp);
-}
-
-#ifndef STBI_NO_HDR
-
-float *stbi_loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- unsigned char *data;
- #ifndef STBI_NO_HDR
- if (stbi__hdr_test(s))
- return stbi__hdr_load(s,x,y,comp,req_comp);
- #endif
- data = stbi_load_main(s, x, y, comp, req_comp);
- if (data)
- return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);
- return stbi__errpf("unknown image type", "Image not of any known type, or corrupt");
-}
-
-float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-
-float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-
-#ifndef STBI_NO_STDIO
-float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp)
-{
- float *result;
- FILE *f = stbi__fopen(filename, "rb");
- if (!f) return stbi__errpf("can't fopen", "Unable to open file");
- result = stbi_loadf_from_file(f,x,y,comp,req_comp);
- fclose(f);
- return result;
-}
-
-float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_file(&s,f);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-#endif // !STBI_NO_STDIO
-
-#endif // !STBI_NO_HDR
-
-// these is-hdr-or-not is defined independent of whether STBI_NO_HDR is
-// defined, for API simplicity; if STBI_NO_HDR is defined, it always
-// reports false!
-
-int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi__hdr_test(&s);
- #else
- STBI_NOTUSED(buffer);
- STBI_NOTUSED(len);
- return 0;
- #endif
-}
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_is_hdr (char const *filename)
-{
- FILE *f = stbi__fopen(filename, "rb");
- int result=0;
- if (f) {
- result = stbi_is_hdr_from_file(f);
- fclose(f);
- }
- return result;
-}
-
-STBIDEF int stbi_is_hdr_from_file(FILE *f)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_file(&s,f);
- return stbi__hdr_test(&s);
- #else
- return 0;
- #endif
-}
-#endif // !STBI_NO_STDIO
-
-STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi__hdr_test(&s);
- #else
- return 0;
- #endif
-}
-
-#ifndef STBI_NO_HDR
-static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f;
-static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f;
-
-void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; }
-void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; }
-
-void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }
-void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }
-#endif
-
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// Common code used by all image loaders
-//
-
-enum
-{
- SCAN_load=0,
- SCAN_type,
- SCAN_header
-};
-
-static void stbi__refill_buffer(stbi__context *s)
-{
- int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen);
- if (n == 0) {
- // at end of file, treat same as if from memory, but need to handle case
- // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file
- s->read_from_callbacks = 0;
- s->img_buffer = s->buffer_start;
- s->img_buffer_end = s->buffer_start+1;
- *s->img_buffer = 0;
- } else {
- s->img_buffer = s->buffer_start;
- s->img_buffer_end = s->buffer_start + n;
- }
-}
-
-stbi_inline static stbi_uc stbi__get8(stbi__context *s)
-{
- if (s->img_buffer < s->img_buffer_end)
- return *s->img_buffer++;
- if (s->read_from_callbacks) {
- stbi__refill_buffer(s);
- return *s->img_buffer++;
- }
- return 0;
-}
-
-stbi_inline static int stbi__at_eof(stbi__context *s)
-{
- if (s->io.read) {
- if (!(s->io.eof)(s->io_user_data)) return 0;
- // if feof() is true, check if buffer = end
- // special case: we've only got the special 0 character at the end
- if (s->read_from_callbacks == 0) return 1;
- }
-
- return s->img_buffer >= s->img_buffer_end;
-}
-
-static void stbi__skip(stbi__context *s, int n)
-{
- if (s->io.read) {
- int blen = (int) (s->img_buffer_end - s->img_buffer);
- if (blen < n) {
- s->img_buffer = s->img_buffer_end;
- (s->io.skip)(s->io_user_data, n - blen);
- return;
- }
- }
- s->img_buffer += n;
-}
-
-static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n)
-{
- if (s->io.read) {
- int blen = (int) (s->img_buffer_end - s->img_buffer);
- if (blen < n) {
- int res, count;
-
- memcpy(buffer, s->img_buffer, blen);
-
- count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen);
- res = (count == (n-blen));
- s->img_buffer = s->img_buffer_end;
- return res;
- }
- }
-
- if (s->img_buffer+n <= s->img_buffer_end) {
- memcpy(buffer, s->img_buffer, n);
- s->img_buffer += n;
- return 1;
- } else
- return 0;
-}
-
-static int stbi__get16be(stbi__context *s)
-{
- int z = stbi__get8(s);
- return (z << 8) + stbi__get8(s);
-}
-
-static stbi__uint32 stbi__get32be(stbi__context *s)
-{
- stbi__uint32 z = stbi__get16be(s);
- return (z << 16) + stbi__get16be(s);
-}
-
-static int stbi__get16le(stbi__context *s)
-{
- int z = stbi__get8(s);
- return z + (stbi__get8(s) << 8);
-}
-
-static stbi__uint32 stbi__get32le(stbi__context *s)
-{
- stbi__uint32 z = stbi__get16le(s);
- return z + (stbi__get16le(s) << 16);
-}
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// generic converter from built-in img_n to req_comp
-// individual types do this automatically as much as possible (e.g. jpeg
-// does all cases internally since it needs to colorspace convert anyway,
-// and it never has alpha, so very few cases ). png can automatically
-// interleave an alpha=255 channel, but falls back to this for other cases
-//
-// assume data buffer is malloced, so malloc a new one and free that one
-// only failure mode is malloc failing
-
-static stbi_uc stbi__compute_y(int r, int g, int b)
-{
- return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8);
-}
-
-static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y)
-{
- int i,j;
- unsigned char *good;
-
- if (req_comp == img_n) return data;
- STBI_ASSERT(req_comp >= 1 && req_comp <= 4);
-
- good = (unsigned char *) stbi__malloc(req_comp * x * y);
- if (good == NULL) {
- free(data);
- return stbi__errpuc("outofmem", "Out of memory");
- }
-
- for (j=0; j < (int) y; ++j) {
- unsigned char *src = data + j * x * img_n ;
- unsigned char *dest = good + j * x * req_comp;
-
- #define COMBO(a,b) ((a)*8+(b))
- #define CASE(a,b) case COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)
- // convert source image with img_n components to one with req_comp components;
- // avoid switch per pixel, so use switch per scanline and massive macros
- switch (COMBO(img_n, req_comp)) {
- CASE(1,2) dest[0]=src[0], dest[1]=255; break;
- CASE(1,3) dest[0]=dest[1]=dest[2]=src[0]; break;
- CASE(1,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=255; break;
- CASE(2,1) dest[0]=src[0]; break;
- CASE(2,3) dest[0]=dest[1]=dest[2]=src[0]; break;
- CASE(2,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=src[1]; break;
- CASE(3,4) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2],dest[3]=255; break;
- CASE(3,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
- CASE(3,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = 255; break;
- CASE(4,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
- CASE(4,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = src[3]; break;
- CASE(4,3) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2]; break;
- default: STBI_ASSERT(0);
- }
- #undef CASE
- }
-
- free(data);
- return good;
-}
-
-#ifndef STBI_NO_HDR
-static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp)
-{
- int i,k,n;
- float *output = (float *) stbi__malloc(x * y * comp * sizeof(float));
- if (output == NULL) { free(data); return stbi__errpf("outofmem", "Out of memory"); }
- // compute number of non-alpha components
- if (comp & 1) n = comp; else n = comp-1;
- for (i=0; i < x*y; ++i) {
- for (k=0; k < n; ++k) {
- output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale);
- }
- if (k < comp) output[i*comp + k] = data[i*comp+k]/255.0f;
- }
- free(data);
- return output;
-}
-
-#define stbi__float2int(x) ((int) (x))
-static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp)
-{
- int i,k,n;
- stbi_uc *output = (stbi_uc *) stbi__malloc(x * y * comp);
- if (output == NULL) { free(data); return stbi__errpuc("outofmem", "Out of memory"); }
- // compute number of non-alpha components
- if (comp & 1) n = comp; else n = comp-1;
- for (i=0; i < x*y; ++i) {
- for (k=0; k < n; ++k) {
- float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;
- if (z < 0) z = 0;
- if (z > 255) z = 255;
- output[i*comp + k] = (stbi_uc) stbi__float2int(z);
- }
- if (k < comp) {
- float z = data[i*comp+k] * 255 + 0.5f;
- if (z < 0) z = 0;
- if (z > 255) z = 255;
- output[i*comp + k] = (stbi_uc) stbi__float2int(z);
- }
- }
- free(data);
- return output;
-}
-#endif
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// "baseline" JPEG/JFIF decoder (not actually fully baseline implementation)
-//
-// simple implementation
-// - channel subsampling of at most 2 in each dimension
-// - doesn't support delayed output of y-dimension
-// - simple interface (only one output format: 8-bit interleaved RGB)
-// - doesn't try to recover corrupt jpegs
-// - doesn't allow partial loading, loading multiple at once
-// - still fast on x86 (copying globals into locals doesn't help x86)
-// - allocates lots of intermediate memory (full size of all components)
-// - non-interleaved case requires this anyway
-// - allows good upsampling (see next)
-// high-quality
-// - upsampled channels are bilinearly interpolated, even across blocks
-// - quality integer IDCT derived from IJG's 'slow'
-// performance
-// - fast huffman; reasonable integer IDCT
-// - uses a lot of intermediate memory, could cache poorly
-// - load http://nothings.org/remote/anemones.jpg 3 times on 2.8Ghz P4
-// stb_jpeg: 1.34 seconds (MSVC6, default release build)
-// stb_jpeg: 1.06 seconds (MSVC6, processor = Pentium Pro)
-// IJL11.dll: 1.08 seconds (compiled by intel)
-// IJG 1998: 0.98 seconds (MSVC6, makefile provided by IJG)
-// IJG 1998: 0.95 seconds (MSVC6, makefile + proc=PPro)
-
-// huffman decoding acceleration
-#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache
-
-typedef struct
-{
- stbi_uc fast[1 << FAST_BITS];
- // weirdly, repacking this into AoS is a 10% speed loss, instead of a win
- stbi__uint16 code[256];
- stbi_uc values[256];
- stbi_uc size[257];
- unsigned int maxcode[18];
- int delta[17]; // old 'firstsymbol' - old 'firstcode'
-} stbi__huffman;
-
-typedef struct
-{
- #ifdef STBI_SIMD
- unsigned short dequant2[4][64];
- #endif
- stbi__context *s;
- stbi__huffman huff_dc[4];
- stbi__huffman huff_ac[4];
- stbi_uc dequant[4][64];
-
-// sizes for components, interleaved MCUs
- int img_h_max, img_v_max;
- int img_mcu_x, img_mcu_y;
- int img_mcu_w, img_mcu_h;
-
-// definition of jpeg image component
- struct
- {
- int id;
- int h,v;
- int tq;
- int hd,ha;
- int dc_pred;
-
- int x,y,w2,h2;
- stbi_uc *data;
- void *raw_data;
- stbi_uc *linebuf;
- } img_comp[4];
-
- stbi__uint32 code_buffer; // jpeg entropy-coded buffer
- int code_bits; // number of valid bits
- unsigned char marker; // marker seen while filling entropy buffer
- int nomore; // flag if we saw a marker so must stop
-
- int scan_n, order[4];
- int restart_interval, todo;
-} stbi__jpeg;
-
-static int stbi__build_huffman(stbi__huffman *h, int *count)
-{
- int i,j,k=0,code;
- // build size list for each symbol (from JPEG spec)
- for (i=0; i < 16; ++i)
- for (j=0; j < count[i]; ++j)
- h->size[k++] = (stbi_uc) (i+1);
- h->size[k] = 0;
-
- // compute actual symbols (from jpeg spec)
- code = 0;
- k = 0;
- for(j=1; j <= 16; ++j) {
- // compute delta to add to code to compute symbol id
- h->delta[j] = k - code;
- if (h->size[k] == j) {
- while (h->size[k] == j)
- h->code[k++] = (stbi__uint16) (code++);
- if (code-1 >= (1 << j)) return stbi__err("bad code lengths","Corrupt JPEG");
- }
- // compute largest code + 1 for this size, preshifted as needed later
- h->maxcode[j] = code << (16-j);
- code <<= 1;
- }
- h->maxcode[j] = 0xffffffff;
-
- // build non-spec acceleration table; 255 is flag for not-accelerated
- memset(h->fast, 255, 1 << FAST_BITS);
- for (i=0; i < k; ++i) {
- int s = h->size[i];
- if (s <= FAST_BITS) {
- int c = h->code[i] << (FAST_BITS-s);
- int m = 1 << (FAST_BITS-s);
- for (j=0; j < m; ++j) {
- h->fast[c+j] = (stbi_uc) i;
- }
- }
- }
- return 1;
-}
-
-static void stbi__grow_buffer_unsafe(stbi__jpeg *j)
-{
- do {
- int b = j->nomore ? 0 : stbi__get8(j->s);
- if (b == 0xff) {
- int c = stbi__get8(j->s);
- if (c != 0) {
- j->marker = (unsigned char) c;
- j->nomore = 1;
- return;
- }
- }
- j->code_buffer |= b << (24 - j->code_bits);
- j->code_bits += 8;
- } while (j->code_bits <= 24);
-}
-
-// (1 << n) - 1
-static stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535};
-
-// decode a jpeg huffman value from the bitstream
-stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h)
-{
- unsigned int temp;
- int c,k;
-
- if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
-
- // look at the top FAST_BITS and determine what symbol ID it is,
- // if the code is <= FAST_BITS
- c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
- k = h->fast[c];
- if (k < 255) {
- int s = h->size[k];
- if (s > j->code_bits)
- return -1;
- j->code_buffer <<= s;
- j->code_bits -= s;
- return h->values[k];
- }
-
- // naive test is to shift the code_buffer down so k bits are
- // valid, then test against maxcode. To speed this up, we've
- // preshifted maxcode left so that it has (16-k) 0s at the
- // end; in other words, regardless of the number of bits, it
- // wants to be compared against something shifted to have 16;
- // that way we don't need to shift inside the loop.
- temp = j->code_buffer >> 16;
- for (k=FAST_BITS+1 ; ; ++k)
- if (temp < h->maxcode[k])
- break;
- if (k == 17) {
- // error! code not found
- j->code_bits -= 16;
- return -1;
- }
-
- if (k > j->code_bits)
- return -1;
-
- // convert the huffman code to the symbol id
- c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];
- STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);
-
- // convert the id to a symbol
- j->code_bits -= k;
- j->code_buffer <<= k;
- return h->values[c];
-}
-
-// combined JPEG 'receive' and JPEG 'extend', since baseline
-// always extends everything it receives.
-stbi_inline static int stbi__extend_receive(stbi__jpeg *j, int n)
-{
- unsigned int m = 1 << (n-1);
- unsigned int k;
- if (j->code_bits < n) stbi__grow_buffer_unsafe(j);
-
- #if 1
- k = stbi_lrot(j->code_buffer, n);
- j->code_buffer = k & ~stbi__bmask[n];
- k &= stbi__bmask[n];
- j->code_bits -= n;
- #else
- k = (j->code_buffer >> (32 - n)) & stbi__bmask[n];
- j->code_bits -= n;
- j->code_buffer <<= n;
- #endif
- // the following test is probably a random branch that won't
- // predict well. I tried to table accelerate it but failed.
- // maybe it's compiling as a conditional move?
- if (k < m)
- return (-1 << n) + k + 1;
- else
- return k;
-}
-
-// given a value that's at position X in the zigzag stream,
-// where does it appear in the 8x8 matrix coded as row-major?
-static stbi_uc stbi__jpeg_dezigzag[64+15] =
-{
- 0, 1, 8, 16, 9, 2, 3, 10,
- 17, 24, 32, 25, 18, 11, 4, 5,
- 12, 19, 26, 33, 40, 48, 41, 34,
- 27, 20, 13, 6, 7, 14, 21, 28,
- 35, 42, 49, 56, 57, 50, 43, 36,
- 29, 22, 15, 23, 30, 37, 44, 51,
- 58, 59, 52, 45, 38, 31, 39, 46,
- 53, 60, 61, 54, 47, 55, 62, 63,
- // let corrupt input sample past end
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63
-};
-
-// decode one 64-entry block--
-static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, int b)
-{
- int diff,dc,k;
- int t = stbi__jpeg_huff_decode(j, hdc);
- if (t < 0) return stbi__err("bad huffman code","Corrupt JPEG");
-
- // 0 all the ac values now so we can do it 32-bits at a time
- memset(data,0,64*sizeof(data[0]));
-
- diff = t ? stbi__extend_receive(j, t) : 0;
- dc = j->img_comp[b].dc_pred + diff;
- j->img_comp[b].dc_pred = dc;
- data[0] = (short) dc;
-
- // decode AC components, see JPEG spec
- k = 1;
- do {
- int r,s;
- int rs = stbi__jpeg_huff_decode(j, hac);
- if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
- s = rs & 15;
- r = rs >> 4;
- if (s == 0) {
- if (rs != 0xf0) break; // end block
- k += 16;
- } else {
- k += r;
- // decode into unzigzag'd location
- data[stbi__jpeg_dezigzag[k++]] = (short) stbi__extend_receive(j,s);
- }
- } while (k < 64);
- return 1;
-}
-
-// take a -128..127 value and stbi__clamp it and convert to 0..255
-stbi_inline static stbi_uc stbi__clamp(int x)
-{
- // trick to use a single test to catch both cases
- if ((unsigned int) x > 255) {
- if (x < 0) return 0;
- if (x > 255) return 255;
- }
- return (stbi_uc) x;
-}
-
-#define stbi__f2f(x) (int) (((x) * 4096 + 0.5))
-#define stbi__fsh(x) ((x) << 12)
-
-// derived from jidctint -- DCT_ISLOW
-#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \
- int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \
- p2 = s2; \
- p3 = s6; \
- p1 = (p2+p3) * stbi__f2f(0.5411961f); \
- t2 = p1 + p3*stbi__f2f(-1.847759065f); \
- t3 = p1 + p2*stbi__f2f( 0.765366865f); \
- p2 = s0; \
- p3 = s4; \
- t0 = stbi__fsh(p2+p3); \
- t1 = stbi__fsh(p2-p3); \
- x0 = t0+t3; \
- x3 = t0-t3; \
- x1 = t1+t2; \
- x2 = t1-t2; \
- t0 = s7; \
- t1 = s5; \
- t2 = s3; \
- t3 = s1; \
- p3 = t0+t2; \
- p4 = t1+t3; \
- p1 = t0+t3; \
- p2 = t1+t2; \
- p5 = (p3+p4)*stbi__f2f( 1.175875602f); \
- t0 = t0*stbi__f2f( 0.298631336f); \
- t1 = t1*stbi__f2f( 2.053119869f); \
- t2 = t2*stbi__f2f( 3.072711026f); \
- t3 = t3*stbi__f2f( 1.501321110f); \
- p1 = p5 + p1*stbi__f2f(-0.899976223f); \
- p2 = p5 + p2*stbi__f2f(-2.562915447f); \
- p3 = p3*stbi__f2f(-1.961570560f); \
- p4 = p4*stbi__f2f(-0.390180644f); \
- t3 += p1+p4; \
- t2 += p2+p3; \
- t1 += p2+p4; \
- t0 += p1+p3;
-
-#ifdef STBI_SIMD
-typedef unsigned short stbi_dequantize_t;
-#else
-typedef stbi_uc stbi_dequantize_t;
-#endif
-
-// .344 seconds on 3*anemones.jpg
-static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64], stbi_dequantize_t *dequantize)
-{
- int i,val[64],*v=val;
- stbi_dequantize_t *dq = dequantize;
- stbi_uc *o;
- short *d = data;
-
- // columns
- for (i=0; i < 8; ++i,++d,++dq, ++v) {
- // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing
- if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0
- && d[40]==0 && d[48]==0 && d[56]==0) {
- // no shortcut 0 seconds
- // (1|2|3|4|5|6|7)==0 0 seconds
- // all separate -0.047 seconds
- // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds
- int dcterm = d[0] * dq[0] << 2;
- v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;
- } else {
- STBI__IDCT_1D(d[ 0]*dq[ 0],d[ 8]*dq[ 8],d[16]*dq[16],d[24]*dq[24],
- d[32]*dq[32],d[40]*dq[40],d[48]*dq[48],d[56]*dq[56])
- // constants scaled things up by 1<<12; let's bring them back
- // down, but keep 2 extra bits of precision
- x0 += 512; x1 += 512; x2 += 512; x3 += 512;
- v[ 0] = (x0+t3) >> 10;
- v[56] = (x0-t3) >> 10;
- v[ 8] = (x1+t2) >> 10;
- v[48] = (x1-t2) >> 10;
- v[16] = (x2+t1) >> 10;
- v[40] = (x2-t1) >> 10;
- v[24] = (x3+t0) >> 10;
- v[32] = (x3-t0) >> 10;
- }
- }
-
- for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) {
- // no fast case since the first 1D IDCT spread components out
- STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7])
- // constants scaled things up by 1<<12, plus we had 1<<2 from first
- // loop, plus horizontal and vertical each scale by sqrt(8) so together
- // we've got an extra 1<<3, so 1<<17 total we need to remove.
- // so we want to round that, which means adding 0.5 * 1<<17,
- // aka 65536. Also, we'll end up with -128 to 127 that we want
- // to encode as 0..255 by adding 128, so we'll add that before the shift
- x0 += 65536 + (128<<17);
- x1 += 65536 + (128<<17);
- x2 += 65536 + (128<<17);
- x3 += 65536 + (128<<17);
- // tried computing the shifts into temps, or'ing the temps to see
- // if any were out of range, but that was slower
- o[0] = stbi__clamp((x0+t3) >> 17);
- o[7] = stbi__clamp((x0-t3) >> 17);
- o[1] = stbi__clamp((x1+t2) >> 17);
- o[6] = stbi__clamp((x1-t2) >> 17);
- o[2] = stbi__clamp((x2+t1) >> 17);
- o[5] = stbi__clamp((x2-t1) >> 17);
- o[3] = stbi__clamp((x3+t0) >> 17);
- o[4] = stbi__clamp((x3-t0) >> 17);
- }
-}
-
-#ifdef STBI_SIMD
-static stbi_idct_8x8 stbi__idct_installed = stbi__idct_block;
-
-STBIDEF void stbi_install_idct(stbi_idct_8x8 func)
-{
- stbi__idct_installed = func;
-}
-#endif
-
-#define STBI__MARKER_none 0xff
-// if there's a pending marker from the entropy stream, return that
-// otherwise, fetch from the stream and get a marker. if there's no
-// marker, return 0xff, which is never a valid marker value
-static stbi_uc stbi__get_marker(stbi__jpeg *j)
-{
- stbi_uc x;
- if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }
- x = stbi__get8(j->s);
- if (x != 0xff) return STBI__MARKER_none;
- while (x == 0xff)
- x = stbi__get8(j->s);
- return x;
-}
-
-// in each scan, we'll have scan_n components, and the order
-// of the components is specified by order[]
-#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7)
-
-// after a restart interval, stbi__jpeg_reset the entropy decoder and
-// the dc prediction
-static void stbi__jpeg_reset(stbi__jpeg *j)
-{
- j->code_bits = 0;
- j->code_buffer = 0;
- j->nomore = 0;
- j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = 0;
- j->marker = STBI__MARKER_none;
- j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;
- // no more than 1<<31 MCUs if no restart_interal? that's plenty safe,
- // since we don't even allow 1<<30 pixels
-}
-
-static int stbi__parse_entropy_coded_data(stbi__jpeg *z)
-{
- stbi__jpeg_reset(z);
- if (z->scan_n == 1) {
- int i,j;
- #ifdef STBI_SIMD
- __declspec(align(16))
- #endif
- short data[64];
- int n = z->order[0];
- // non-interleaved data, we just need to process one block at a time,
- // in trivial scanline order
- // number of blocks to do just depends on how many actual "pixels" this
- // component has, independent of interleaved MCU blocking and such
- int w = (z->img_comp[n].x+7) >> 3;
- int h = (z->img_comp[n].y+7) >> 3;
- for (j=0; j < h; ++j) {
- for (i=0; i < w; ++i) {
- if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+z->img_comp[n].ha, n)) return 0;
- #ifdef STBI_SIMD
- stbi__idct_installed(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data, z->dequant2[z->img_comp[n].tq]);
- #else
- stbi__idct_block(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data, z->dequant[z->img_comp[n].tq]);
- #endif
- // every data block is an MCU, so countdown the restart interval
- if (--z->todo <= 0) {
- if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
- // if it's NOT a restart, then just bail, so we get corrupt data
- // rather than no data
- if (!STBI__RESTART(z->marker)) return 1;
- stbi__jpeg_reset(z);
- }
- }
- }
- } else { // interleaved!
- int i,j,k,x,y;
- short data[64];
- for (j=0; j < z->img_mcu_y; ++j) {
- for (i=0; i < z->img_mcu_x; ++i) {
- // scan an interleaved mcu... process scan_n components in order
- for (k=0; k < z->scan_n; ++k) {
- int n = z->order[k];
- // scan out an mcu's worth of this component; that's just determined
- // by the basic H and V specified for the component
- for (y=0; y < z->img_comp[n].v; ++y) {
- for (x=0; x < z->img_comp[n].h; ++x) {
- int x2 = (i*z->img_comp[n].h + x)*8;
- int y2 = (j*z->img_comp[n].v + y)*8;
- if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+z->img_comp[n].ha, n)) return 0;
- #ifdef STBI_SIMD
- stbi__idct_installed(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data, z->dequant2[z->img_comp[n].tq]);
- #else
- stbi__idct_block(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data, z->dequant[z->img_comp[n].tq]);
- #endif
- }
- }
- }
- // after all interleaved components, that's an interleaved MCU,
- // so now count down the restart interval
- if (--z->todo <= 0) {
- if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
- // if it's NOT a restart, then just bail, so we get corrupt data
- // rather than no data
- if (!STBI__RESTART(z->marker)) return 1;
- stbi__jpeg_reset(z);
- }
- }
- }
- }
- return 1;
-}
-
-static int stbi__process_marker(stbi__jpeg *z, int m)
-{
- int L;
- switch (m) {
- case STBI__MARKER_none: // no marker found
- return stbi__err("expected marker","Corrupt JPEG");
-
- case 0xC2: // stbi__SOF - progressive
- return stbi__err("progressive jpeg","JPEG format not supported (progressive)");
-
- case 0xDD: // DRI - specify restart interval
- if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG");
- z->restart_interval = stbi__get16be(z->s);
- return 1;
-
- case 0xDB: // DQT - define quantization table
- L = stbi__get16be(z->s)-2;
- while (L > 0) {
- int q = stbi__get8(z->s);
- int p = q >> 4;
- int t = q & 15,i;
- if (p != 0) return stbi__err("bad DQT type","Corrupt JPEG");
- if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG");
- for (i=0; i < 64; ++i)
- z->dequant[t][stbi__jpeg_dezigzag[i]] = stbi__get8(z->s);
- #ifdef STBI_SIMD
- for (i=0; i < 64; ++i)
- z->dequant2[t][i] = z->dequant[t][i];
- #endif
- L -= 65;
- }
- return L==0;
-
- case 0xC4: // DHT - define huffman table
- L = stbi__get16be(z->s)-2;
- while (L > 0) {
- stbi_uc *v;
- int sizes[16],i,n=0;
- int q = stbi__get8(z->s);
- int tc = q >> 4;
- int th = q & 15;
- if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG");
- for (i=0; i < 16; ++i) {
- sizes[i] = stbi__get8(z->s);
- n += sizes[i];
- }
- L -= 17;
- if (tc == 0) {
- if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0;
- v = z->huff_dc[th].values;
- } else {
- if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0;
- v = z->huff_ac[th].values;
- }
- for (i=0; i < n; ++i)
- v[i] = stbi__get8(z->s);
- L -= n;
- }
- return L==0;
- }
- // check for comment block or APP blocks
- if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {
- stbi__skip(z->s, stbi__get16be(z->s)-2);
- return 1;
- }
- return 0;
-}
-
-// after we see stbi__SOS
-static int stbi__process_scan_header(stbi__jpeg *z)
-{
- int i;
- int Ls = stbi__get16be(z->s);
- z->scan_n = stbi__get8(z->s);
- if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad stbi__SOS component count","Corrupt JPEG");
- if (Ls != 6+2*z->scan_n) return stbi__err("bad stbi__SOS len","Corrupt JPEG");
- for (i=0; i < z->scan_n; ++i) {
- int id = stbi__get8(z->s), which;
- int q = stbi__get8(z->s);
- for (which = 0; which < z->s->img_n; ++which)
- if (z->img_comp[which].id == id)
- break;
- if (which == z->s->img_n) return 0;
- z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG");
- z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG");
- z->order[i] = which;
- }
- if (stbi__get8(z->s) != 0) return stbi__err("bad stbi__SOS","Corrupt JPEG");
- stbi__get8(z->s); // should be 63, but might be 0
- if (stbi__get8(z->s) != 0) return stbi__err("bad stbi__SOS","Corrupt JPEG");
-
- return 1;
-}
-
-static int stbi__process_frame_header(stbi__jpeg *z, int scan)
-{
- stbi__context *s = z->s;
- int Lf,p,i,q, h_max=1,v_max=1,c;
- Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad stbi__SOF len","Corrupt JPEG"); // JPEG
- p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline
- s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG
- s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires
- c = stbi__get8(s);
- if (c != 3 && c != 1) return stbi__err("bad component count","Corrupt JPEG"); // JFIF requires
- s->img_n = c;
- for (i=0; i < c; ++i) {
- z->img_comp[i].data = NULL;
- z->img_comp[i].linebuf = NULL;
- }
-
- if (Lf != 8+3*s->img_n) return stbi__err("bad stbi__SOF len","Corrupt JPEG");
-
- for (i=0; i < s->img_n; ++i) {
- z->img_comp[i].id = stbi__get8(s);
- if (z->img_comp[i].id != i+1) // JFIF requires
- if (z->img_comp[i].id != i) // some version of jpegtran outputs non-JFIF-compliant files!
- return stbi__err("bad component ID","Corrupt JPEG");
- q = stbi__get8(s);
- z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG");
- z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG");
- z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG");
- }
-
- if (scan != SCAN_load) return 1;
-
- if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
-
- for (i=0; i < s->img_n; ++i) {
- if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;
- if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;
- }
-
- // compute interleaved mcu info
- z->img_h_max = h_max;
- z->img_v_max = v_max;
- z->img_mcu_w = h_max * 8;
- z->img_mcu_h = v_max * 8;
- z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w;
- z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h;
-
- for (i=0; i < s->img_n; ++i) {
- // number of effective pixels (e.g. for non-interleaved MCU)
- z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max;
- z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max;
- // to simplify generation, we'll allocate enough memory to decode
- // the bogus oversized data from using interleaved MCUs and their
- // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't
- // discard the extra data until colorspace conversion
- z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;
- z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;
- z->img_comp[i].raw_data = stbi__malloc(z->img_comp[i].w2 * z->img_comp[i].h2+15);
- if (z->img_comp[i].raw_data == NULL) {
- for(--i; i >= 0; --i) {
- free(z->img_comp[i].raw_data);
- z->img_comp[i].data = NULL;
- }
- return stbi__err("outofmem", "Out of memory");
- }
- // align blocks for installable-idct using mmx/sse
- z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15);
- z->img_comp[i].linebuf = NULL;
- }
-
- return 1;
-}
-
-// use comparisons since in some cases we handle more than one case (e.g. stbi__SOF)
-#define stbi__DNL(x) ((x) == 0xdc)
-#define stbi__SOI(x) ((x) == 0xd8)
-#define stbi__EOI(x) ((x) == 0xd9)
-#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1)
-#define stbi__SOS(x) ((x) == 0xda)
-
-static int decode_jpeg_header(stbi__jpeg *z, int scan)
-{
- int m;
- z->marker = STBI__MARKER_none; // initialize cached marker to empty
- m = stbi__get_marker(z);
- if (!stbi__SOI(m)) return stbi__err("no stbi__SOI","Corrupt JPEG");
- if (scan == SCAN_type) return 1;
- m = stbi__get_marker(z);
- while (!stbi__SOF(m)) {
- if (!stbi__process_marker(z,m)) return 0;
- m = stbi__get_marker(z);
- while (m == STBI__MARKER_none) {
- // some files have extra padding after their blocks, so ok, we'll scan
- if (stbi__at_eof(z->s)) return stbi__err("no stbi__SOF", "Corrupt JPEG");
- m = stbi__get_marker(z);
- }
- }
- if (!stbi__process_frame_header(z, scan)) return 0;
- return 1;
-}
-
-static int decode_jpeg_image(stbi__jpeg *j)
-{
- int m;
- j->restart_interval = 0;
- if (!decode_jpeg_header(j, SCAN_load)) return 0;
- m = stbi__get_marker(j);
- while (!stbi__EOI(m)) {
- if (stbi__SOS(m)) {
- if (!stbi__process_scan_header(j)) return 0;
- if (!stbi__parse_entropy_coded_data(j)) return 0;
- if (j->marker == STBI__MARKER_none ) {
- // handle 0s at the end of image data from IP Kamera 9060
- while (!stbi__at_eof(j->s)) {
- int x = stbi__get8(j->s);
- if (x == 255) {
- j->marker = stbi__get8(j->s);
- break;
- } else if (x != 0) {
- return 0;
- }
- }
- // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0
- }
- } else {
- if (!stbi__process_marker(j, m)) return 0;
- }
- m = stbi__get_marker(j);
- }
- return 1;
-}
-
-// static jfif-centered resampling (across block boundaries)
-
-typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1,
- int w, int hs);
-
-#define stbi__div4(x) ((stbi_uc) ((x) >> 2))
-
-static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- STBI_NOTUSED(out);
- STBI_NOTUSED(in_far);
- STBI_NOTUSED(w);
- STBI_NOTUSED(hs);
- return in_near;
-}
-
-static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate two samples vertically for every one in input
- int i;
- STBI_NOTUSED(hs);
- for (i=0; i < w; ++i)
- out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2);
- return out;
-}
-
-static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate two samples horizontally for every one in input
- int i;
- stbi_uc *input = in_near;
-
- if (w == 1) {
- // if only one sample, can't do any interpolation
- out[0] = out[1] = input[0];
- return out;
- }
-
- out[0] = input[0];
- out[1] = stbi__div4(input[0]*3 + input[1] + 2);
- for (i=1; i < w-1; ++i) {
- int n = 3*input[i]+2;
- out[i*2+0] = stbi__div4(n+input[i-1]);
- out[i*2+1] = stbi__div4(n+input[i+1]);
- }
- out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2);
- out[i*2+1] = input[w-1];
-
- STBI_NOTUSED(in_far);
- STBI_NOTUSED(hs);
-
- return out;
-}
-
-#define stbi__div16(x) ((stbi_uc) ((x) >> 4))
-
-static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate 2x2 samples for every one in input
- int i,t0,t1;
- if (w == 1) {
- out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
- return out;
- }
-
- t1 = 3*in_near[0] + in_far[0];
- out[0] = stbi__div4(t1+2);
- for (i=1; i < w; ++i) {
- t0 = t1;
- t1 = 3*in_near[i]+in_far[i];
- out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
- out[i*2 ] = stbi__div16(3*t1 + t0 + 8);
- }
- out[w*2-1] = stbi__div4(t1+2);
-
- STBI_NOTUSED(hs);
-
- return out;
-}
-
-static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // resample with nearest-neighbor
- int i,j;
- STBI_NOTUSED(in_far);
- for (i=0; i < w; ++i)
- for (j=0; j < hs; ++j)
- out[i*hs+j] = in_near[i];
- return out;
-}
-
-#define float2fixed(x) ((int) ((x) * 65536 + 0.5))
-
-// 0.38 seconds on 3*anemones.jpg (0.25 with processor = Pro)
-// VC6 without processor=Pro is generating multiple LEAs per multiply!
-static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)
-{
- int i;
- for (i=0; i < count; ++i) {
- int y_fixed = (y[i] << 16) + 32768; // rounding
- int r,g,b;
- int cr = pcr[i] - 128;
- int cb = pcb[i] - 128;
- r = y_fixed + cr*float2fixed(1.40200f);
- g = y_fixed - cr*float2fixed(0.71414f) - cb*float2fixed(0.34414f);
- b = y_fixed + cb*float2fixed(1.77200f);
- r >>= 16;
- g >>= 16;
- b >>= 16;
- if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
- if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
- if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
- out[0] = (stbi_uc)r;
- out[1] = (stbi_uc)g;
- out[2] = (stbi_uc)b;
- out[3] = 255;
- out += step;
- }
-}
-
-#ifdef STBI_SIMD
-static stbi_YCbCr_to_RGB_run stbi__YCbCr_installed = stbi__YCbCr_to_RGB_row;
-
-STBIDEF void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func)
-{
- stbi__YCbCr_installed = func;
-}
-#endif
-
-
-// clean up the temporary component buffers
-static void stbi__cleanup_jpeg(stbi__jpeg *j)
-{
- int i;
- for (i=0; i < j->s->img_n; ++i) {
- if (j->img_comp[i].raw_data) {
- free(j->img_comp[i].raw_data);
- j->img_comp[i].raw_data = NULL;
- j->img_comp[i].data = NULL;
- }
- if (j->img_comp[i].linebuf) {
- free(j->img_comp[i].linebuf);
- j->img_comp[i].linebuf = NULL;
- }
- }
-}
-
-typedef struct
-{
- resample_row_func resample;
- stbi_uc *line0,*line1;
- int hs,vs; // expansion factor in each axis
- int w_lores; // horizontal pixels pre-expansion
- int ystep; // how far through vertical expansion we are
- int ypos; // which pre-expansion row we're on
-} stbi__resample;
-
-static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp)
-{
- int n, decode_n;
- z->s->img_n = 0; // make stbi__cleanup_jpeg safe
-
- // validate req_comp
- if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
-
- // load a jpeg image from whichever source
- if (!decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }
-
- // determine actual number of components to generate
- n = req_comp ? req_comp : z->s->img_n;
-
- if (z->s->img_n == 3 && n < 3)
- decode_n = 1;
- else
- decode_n = z->s->img_n;
-
- // resample and color-convert
- {
- int k;
- unsigned int i,j;
- stbi_uc *output;
- stbi_uc *coutput[4];
-
- stbi__resample res_comp[4];
-
- for (k=0; k < decode_n; ++k) {
- stbi__resample *r = &res_comp[k];
-
- // allocate line buffer big enough for upsampling off the edges
- // with upsample factor of 4
- z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3);
- if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
-
- r->hs = z->img_h_max / z->img_comp[k].h;
- r->vs = z->img_v_max / z->img_comp[k].v;
- r->ystep = r->vs >> 1;
- r->w_lores = (z->s->img_x + r->hs-1) / r->hs;
- r->ypos = 0;
- r->line0 = r->line1 = z->img_comp[k].data;
-
- if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;
- else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;
- else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;
- else if (r->hs == 2 && r->vs == 2) r->resample = stbi__resample_row_hv_2;
- else r->resample = stbi__resample_row_generic;
- }
-
- // can't error after this so, this is safe
- output = (stbi_uc *) stbi__malloc(n * z->s->img_x * z->s->img_y + 1);
- if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
-
- // now go ahead and resample
- for (j=0; j < z->s->img_y; ++j) {
- stbi_uc *out = output + n * z->s->img_x * j;
- for (k=0; k < decode_n; ++k) {
- stbi__resample *r = &res_comp[k];
- int y_bot = r->ystep >= (r->vs >> 1);
- coutput[k] = r->resample(z->img_comp[k].linebuf,
- y_bot ? r->line1 : r->line0,
- y_bot ? r->line0 : r->line1,
- r->w_lores, r->hs);
- if (++r->ystep >= r->vs) {
- r->ystep = 0;
- r->line0 = r->line1;
- if (++r->ypos < z->img_comp[k].y)
- r->line1 += z->img_comp[k].w2;
- }
- }
- if (n >= 3) {
- stbi_uc *y = coutput[0];
- if (z->s->img_n == 3) {
- #ifdef STBI_SIMD
- stbi__YCbCr_installed(out, y, coutput[1], coutput[2], z->s->img_x, n);
- #else
- stbi__YCbCr_to_RGB_row(out, y, coutput[1], coutput[2], z->s->img_x, n);
- #endif
- } else
- for (i=0; i < z->s->img_x; ++i) {
- out[0] = out[1] = out[2] = y[i];
- out[3] = 255; // not used if n==3
- out += n;
- }
- } else {
- stbi_uc *y = coutput[0];
- if (n == 1)
- for (i=0; i < z->s->img_x; ++i) out[i] = y[i];
- else
- for (i=0; i < z->s->img_x; ++i) *out++ = y[i], *out++ = 255;
- }
- }
- stbi__cleanup_jpeg(z);
- *out_x = z->s->img_x;
- *out_y = z->s->img_y;
- if (comp) *comp = z->s->img_n; // report original components, not output
- return output;
- }
-}
-
-static unsigned char *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi__jpeg j;
- j.s = s;
- return load_jpeg_image(&j, x,y,comp,req_comp);
-}
-
-static int stbi__jpeg_test(stbi__context *s)
-{
- int r;
- stbi__jpeg j;
- j.s = s;
- r = decode_jpeg_header(&j, SCAN_type);
- stbi__rewind(s);
- return r;
-}
-
-static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp)
-{
- if (!decode_jpeg_header(j, SCAN_header)) {
- stbi__rewind( j->s );
- return 0;
- }
- if (x) *x = j->s->img_x;
- if (y) *y = j->s->img_y;
- if (comp) *comp = j->s->img_n;
- return 1;
-}
-
-static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__jpeg j;
- j.s = s;
- return stbi__jpeg_info_raw(&j, x, y, comp);
-}
-
-// public domain zlib decode v0.2 Sean Barrett 2006-11-18
-// simple implementation
-// - all input must be provided in an upfront buffer
-// - all output is written to a single output buffer (can malloc/realloc)
-// performance
-// - fast huffman
-
-// fast-way is faster to check than jpeg huffman, but slow way is slower
-#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables
-#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1)
-
-// zlib-style huffman encoding
-// (jpegs packs from left, zlib from right, so can't share code)
-typedef struct
-{
- stbi__uint16 fast[1 << STBI__ZFAST_BITS];
- stbi__uint16 firstcode[16];
- int maxcode[17];
- stbi__uint16 firstsymbol[16];
- stbi_uc size[288];
- stbi__uint16 value[288];
-} stbi__zhuffman;
-
-stbi_inline static int stbi__bitreverse16(int n)
-{
- n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1);
- n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2);
- n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4);
- n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8);
- return n;
-}
-
-stbi_inline static int stbi__bit_reverse(int v, int bits)
-{
- STBI_ASSERT(bits <= 16);
- // to bit reverse n bits, reverse 16 and shift
- // e.g. 11 bits, bit reverse and shift away 5
- return stbi__bitreverse16(v) >> (16-bits);
-}
-
-static int stbi__zbuild_huffman(stbi__zhuffman *z, stbi_uc *sizelist, int num)
-{
- int i,k=0;
- int code, next_code[16], sizes[17];
-
- // DEFLATE spec for generating codes
- memset(sizes, 0, sizeof(sizes));
- memset(z->fast, 255, sizeof(z->fast));
- for (i=0; i < num; ++i)
- ++sizes[sizelist[i]];
- sizes[0] = 0;
- for (i=1; i < 16; ++i)
- STBI_ASSERT(sizes[i] <= (1 << i));
- code = 0;
- for (i=1; i < 16; ++i) {
- next_code[i] = code;
- z->firstcode[i] = (stbi__uint16) code;
- z->firstsymbol[i] = (stbi__uint16) k;
- code = (code + sizes[i]);
- if (sizes[i])
- if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt JPEG");
- z->maxcode[i] = code << (16-i); // preshift for inner loop
- code <<= 1;
- k += sizes[i];
- }
- z->maxcode[16] = 0x10000; // sentinel
- for (i=0; i < num; ++i) {
- int s = sizelist[i];
- if (s) {
- int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];
- z->size [c] = (stbi_uc ) s;
- z->value[c] = (stbi__uint16) i;
- if (s <= STBI__ZFAST_BITS) {
- int k = stbi__bit_reverse(next_code[s],s);
- while (k < (1 << STBI__ZFAST_BITS)) {
- z->fast[k] = (stbi__uint16) c;
- k += (1 << s);
- }
- }
- ++next_code[s];
- }
- }
- return 1;
-}
-
-// zlib-from-memory implementation for PNG reading
-// because PNG allows splitting the zlib stream arbitrarily,
-// and it's annoying structurally to have PNG call ZLIB call PNG,
-// we require PNG read all the IDATs and combine them into a single
-// memory buffer
-
-typedef struct
-{
- stbi_uc *zbuffer, *zbuffer_end;
- int num_bits;
- stbi__uint32 code_buffer;
-
- char *zout;
- char *zout_start;
- char *zout_end;
- int z_expandable;
-
- stbi__zhuffman z_length, z_distance;
-} stbi__zbuf;
-
-stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z)
-{
- if (z->zbuffer >= z->zbuffer_end) return 0;
- return *z->zbuffer++;
-}
-
-static void stbi__fill_bits(stbi__zbuf *z)
-{
- do {
- STBI_ASSERT(z->code_buffer < (1U << z->num_bits));
- z->code_buffer |= stbi__zget8(z) << z->num_bits;
- z->num_bits += 8;
- } while (z->num_bits <= 24);
-}
-
-stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n)
-{
- unsigned int k;
- if (z->num_bits < n) stbi__fill_bits(z);
- k = z->code_buffer & ((1 << n) - 1);
- z->code_buffer >>= n;
- z->num_bits -= n;
- return k;
-}
-
-stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z)
-{
- int b,s,k;
- if (a->num_bits < 16) stbi__fill_bits(a);
- b = z->fast[a->code_buffer & STBI__ZFAST_MASK];
- if (b < 0xffff) {
- s = z->size[b];
- a->code_buffer >>= s;
- a->num_bits -= s;
- return z->value[b];
- }
-
- // not resolved by fast table, so compute it the slow way
- // use jpeg approach, which requires MSbits at top
- k = stbi__bit_reverse(a->code_buffer, 16);
- for (s=STBI__ZFAST_BITS+1; ; ++s)
- if (k < z->maxcode[s])
- break;
- if (s == 16) return -1; // invalid code!
- // code size is s, so:
- b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s];
- STBI_ASSERT(z->size[b] == s);
- a->code_buffer >>= s;
- a->num_bits -= s;
- return z->value[b];
-}
-
-static int stbi__zexpand(stbi__zbuf *z, int n) // need to make room for n bytes
-{
- char *q;
- int cur, limit;
- if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG");
- cur = (int) (z->zout - z->zout_start);
- limit = (int) (z->zout_end - z->zout_start);
- while (cur + n > limit)
- limit *= 2;
- q = (char *) realloc(z->zout_start, limit);
- if (q == NULL) return stbi__err("outofmem", "Out of memory");
- z->zout_start = q;
- z->zout = q + cur;
- z->zout_end = q + limit;
- return 1;
-}
-
-static int stbi__zlength_base[31] = {
- 3,4,5,6,7,8,9,10,11,13,
- 15,17,19,23,27,31,35,43,51,59,
- 67,83,99,115,131,163,195,227,258,0,0 };
-
-static int stbi__zlength_extra[31]=
-{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };
-
-static int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,
-257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0};
-
-static int stbi__zdist_extra[32] =
-{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13};
-
-static int stbi__parse_huffman_block(stbi__zbuf *a)
-{
- for(;;) {
- int z = stbi__zhuffman_decode(a, &a->z_length);
- if (z < 256) {
- if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes
- if (a->zout >= a->zout_end) if (!stbi__zexpand(a, 1)) return 0;
- *a->zout++ = (char) z;
- } else {
- stbi_uc *p;
- int len,dist;
- if (z == 256) return 1;
- z -= 257;
- len = stbi__zlength_base[z];
- if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);
- z = stbi__zhuffman_decode(a, &a->z_distance);
- if (z < 0) return stbi__err("bad huffman code","Corrupt PNG");
- dist = stbi__zdist_base[z];
- if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);
- if (a->zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG");
- if (a->zout + len > a->zout_end) if (!stbi__zexpand(a, len)) return 0;
- p = (stbi_uc *) (a->zout - dist);
- while (len--)
- *a->zout++ = *p++;
- }
- }
-}
-
-static int stbi__compute_huffman_codes(stbi__zbuf *a)
-{
- static stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };
- stbi__zhuffman z_codelength;
- stbi_uc lencodes[286+32+137];//padding for maximum single op
- stbi_uc codelength_sizes[19];
- int i,n;
-
- int hlit = stbi__zreceive(a,5) + 257;
- int hdist = stbi__zreceive(a,5) + 1;
- int hclen = stbi__zreceive(a,4) + 4;
-
- memset(codelength_sizes, 0, sizeof(codelength_sizes));
- for (i=0; i < hclen; ++i) {
- int s = stbi__zreceive(a,3);
- codelength_sizes[length_dezigzag[i]] = (stbi_uc) s;
- }
- if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;
-
- n = 0;
- while (n < hlit + hdist) {
- int c = stbi__zhuffman_decode(a, &z_codelength);
- STBI_ASSERT(c >= 0 && c < 19);
- if (c < 16)
- lencodes[n++] = (stbi_uc) c;
- else if (c == 16) {
- c = stbi__zreceive(a,2)+3;
- memset(lencodes+n, lencodes[n-1], c);
- n += c;
- } else if (c == 17) {
- c = stbi__zreceive(a,3)+3;
- memset(lencodes+n, 0, c);
- n += c;
- } else {
- STBI_ASSERT(c == 18);
- c = stbi__zreceive(a,7)+11;
- memset(lencodes+n, 0, c);
- n += c;
- }
- }
- if (n != hlit+hdist) return stbi__err("bad codelengths","Corrupt PNG");
- if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;
- if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0;
- return 1;
-}
-
-static int stbi__parse_uncomperssed_block(stbi__zbuf *a)
-{
- stbi_uc header[4];
- int len,nlen,k;
- if (a->num_bits & 7)
- stbi__zreceive(a, a->num_bits & 7); // discard
- // drain the bit-packed data into header
- k = 0;
- while (a->num_bits > 0) {
- header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check
- a->code_buffer >>= 8;
- a->num_bits -= 8;
- }
- STBI_ASSERT(a->num_bits == 0);
- // now fill header the normal way
- while (k < 4)
- header[k++] = stbi__zget8(a);
- len = header[1] * 256 + header[0];
- nlen = header[3] * 256 + header[2];
- if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG");
- if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG");
- if (a->zout + len > a->zout_end)
- if (!stbi__zexpand(a, len)) return 0;
- memcpy(a->zout, a->zbuffer, len);
- a->zbuffer += len;
- a->zout += len;
- return 1;
-}
-
-static int stbi__parse_zlib_header(stbi__zbuf *a)
-{
- int cmf = stbi__zget8(a);
- int cm = cmf & 15;
- /* int cinfo = cmf >> 4; */
- int flg = stbi__zget8(a);
- if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec
- if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png
- if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png
- // window = 1 << (8 + cinfo)... but who cares, we fully buffer output
- return 1;
-}
-
-// @TODO: should statically initialize these for optimal thread safety
-static stbi_uc stbi__zdefault_length[288], stbi__zdefault_distance[32];
-static void stbi__init_zdefaults(void)
-{
- int i; // use <= to match clearly with spec
- for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8;
- for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9;
- for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7;
- for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8;
-
- for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5;
-}
-
-static int stbi__parse_zlib(stbi__zbuf *a, int parse_header)
-{
- int final, type;
- if (parse_header)
- if (!stbi__parse_zlib_header(a)) return 0;
- a->num_bits = 0;
- a->code_buffer = 0;
- do {
- final = stbi__zreceive(a,1);
- type = stbi__zreceive(a,2);
- if (type == 0) {
- if (!stbi__parse_uncomperssed_block(a)) return 0;
- } else if (type == 3) {
- return 0;
- } else {
- if (type == 1) {
- // use fixed code lengths
- if (!stbi__zdefault_distance[31]) stbi__init_zdefaults();
- if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , 288)) return 0;
- if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0;
- } else {
- if (!stbi__compute_huffman_codes(a)) return 0;
- }
- if (!stbi__parse_huffman_block(a)) return 0;
- }
- } while (!final);
- return 1;
-}
-
-static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header)
-{
- a->zout_start = obuf;
- a->zout = obuf;
- a->zout_end = obuf + olen;
- a->z_expandable = exp;
-
- return stbi__parse_zlib(a, parse_header);
-}
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(initial_size);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer + len;
- if (stbi__do_zlib(&a, p, initial_size, 1, 1)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen)
-{
- return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);
-}
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(initial_size);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer + len;
- if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen)
-{
- stbi__zbuf a;
- a.zbuffer = (stbi_uc *) ibuffer;
- a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
- if (stbi__do_zlib(&a, obuffer, olen, 0, 1))
- return (int) (a.zout - a.zout_start);
- else
- return -1;
-}
-
-STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(16384);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer+len;
- if (stbi__do_zlib(&a, p, 16384, 1, 0)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen)
-{
- stbi__zbuf a;
- a.zbuffer = (stbi_uc *) ibuffer;
- a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
- if (stbi__do_zlib(&a, obuffer, olen, 0, 0))
- return (int) (a.zout - a.zout_start);
- else
- return -1;
-}
-
-// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18
-// simple implementation
-// - only 8-bit samples
-// - no CRC checking
-// - allocates lots of intermediate memory
-// - avoids problem of streaming data between subsystems
-// - avoids explicit window management
-// performance
-// - uses stb_zlib, a PD zlib implementation with fast huffman decoding
-
-
-typedef struct
-{
- stbi__uint32 length;
- stbi__uint32 type;
-} stbi__pngchunk;
-
-#define PNG_TYPE(a,b,c,d) (((a) << 24) + ((b) << 16) + ((c) << 8) + (d))
-
-static stbi__pngchunk stbi__get_chunk_header(stbi__context *s)
-{
- stbi__pngchunk c;
- c.length = stbi__get32be(s);
- c.type = stbi__get32be(s);
- return c;
-}
-
-static int stbi__check_png_header(stbi__context *s)
-{
- static stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };
- int i;
- for (i=0; i < 8; ++i)
- if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG");
- return 1;
-}
-
-typedef struct
-{
- stbi__context *s;
- stbi_uc *idata, *expanded, *out;
-} stbi__png;
-
-
-enum {
- STBI__F_none=0, STBI__F_sub=1, STBI__F_up=2, STBI__F_avg=3, STBI__F_paeth=4,
- STBI__F_avg_first, STBI__F_paeth_first
-};
-
-static stbi_uc first_row_filter[5] =
-{
- STBI__F_none, STBI__F_sub, STBI__F_none, STBI__F_avg_first, STBI__F_paeth_first
-};
-
-static int stbi__paeth(int a, int b, int c)
-{
- int p = a + b - c;
- int pa = abs(p-a);
- int pb = abs(p-b);
- int pc = abs(p-c);
- if (pa <= pb && pa <= pc) return a;
- if (pb <= pc) return b;
- return c;
-}
-
-#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings
-
-// create the png data from post-deflated data
-static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)
-{
- stbi__context *s = a->s;
- stbi__uint32 i,j,stride = x*out_n;
- stbi__uint32 img_len;
- int k;
- int img_n = s->img_n; // copy it into a local for later
- stbi_uc* line8 = NULL; // point into raw when depth==8 else temporary local buffer
-
- STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1);
- a->out = (stbi_uc *) stbi__malloc(x * y * out_n);
- if (!a->out) return stbi__err("outofmem", "Out of memory");
-
- img_len = ((((img_n * x * depth) + 7) >> 3) + 1) * y;
- if (s->img_x == x && s->img_y == y) {
- if (raw_len != img_len) return stbi__err("not enough pixels","Corrupt PNG");
- } else { // interlaced:
- if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG");
- }
-
- if (depth != 8) {
- line8 = (stbi_uc *) stbi__malloc((x+7) * out_n); // allocate buffer for one scanline
- if (!line8) return stbi__err("outofmem", "Out of memory");
- }
-
- for (j=0; j < y; ++j) {
- stbi_uc *in;
- stbi_uc *cur = a->out + stride*j;
- stbi_uc *prior = cur - stride;
- int filter = *raw++;
- if (filter > 4) {
- if (depth != 8) free(line8);
- return stbi__err("invalid filter","Corrupt PNG");
- }
-
- if (depth == 8) {
- in = raw;
- raw += x*img_n;
- }
- else {
- // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit
- // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop
- in = line8;
- stbi_uc* decode_out = line8;
- stbi_uc scale = (color == 0) ? 0xFF/((1<= 1; k-=2, raw++) {
- *decode_out++ = scale * ((*raw >> 4) );
- *decode_out++ = scale * ((*raw ) & 0x0f);
- }
- } else if (depth == 2) {
- for (k=x*img_n; k >= 1; k-=4, raw++) {
- *decode_out++ = scale * ((*raw >> 6) );
- *decode_out++ = scale * ((*raw >> 4) & 0x03);
- *decode_out++ = scale * ((*raw >> 2) & 0x03);
- *decode_out++ = scale * ((*raw ) & 0x03);
- }
- } else if (depth == 1) {
- for (k=x*img_n; k >= 1; k-=8, raw++) {
- *decode_out++ = scale * ((*raw >> 7) );
- *decode_out++ = scale * ((*raw >> 6) & 0x01);
- *decode_out++ = scale * ((*raw >> 5) & 0x01);
- *decode_out++ = scale * ((*raw >> 4) & 0x01);
- *decode_out++ = scale * ((*raw >> 3) & 0x01);
- *decode_out++ = scale * ((*raw >> 2) & 0x01);
- *decode_out++ = scale * ((*raw >> 1) & 0x01);
- *decode_out++ = scale * ((*raw ) & 0x01);
- }
- }
- }
-
- // if first row, use special filter that doesn't sample previous row
- if (j == 0) filter = first_row_filter[filter];
-
- // handle first pixel explicitly
- for (k=0; k < img_n; ++k) {
- switch (filter) {
- case STBI__F_none : cur[k] = in[k]; break;
- case STBI__F_sub : cur[k] = in[k]; break;
- case STBI__F_up : cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- case STBI__F_avg : cur[k] = STBI__BYTECAST(in[k] + (prior[k]>>1)); break;
- case STBI__F_paeth : cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(0,prior[k],0)); break;
- case STBI__F_avg_first : cur[k] = in[k]; break;
- case STBI__F_paeth_first: cur[k] = in[k]; break;
- }
- }
- if (img_n != out_n) cur[img_n] = 255;
- in += img_n;
- cur += out_n;
- prior += out_n;
- // this is a little gross, so that we don't switch per-pixel or per-component
- if (img_n == out_n) {
- #define CASE(f) \
- case f: \
- for (i=x-1; i >= 1; --i, in+=img_n,cur+=img_n,prior+=img_n) \
- for (k=0; k < img_n; ++k)
- switch (filter) {
- CASE(STBI__F_none) cur[k] = in[k]; break;
- CASE(STBI__F_sub) cur[k] = STBI__BYTECAST(in[k] + cur[k-img_n]); break;
- CASE(STBI__F_up) cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- CASE(STBI__F_avg) cur[k] = STBI__BYTECAST(in[k] + ((prior[k] + cur[k-img_n])>>1)); break;
- CASE(STBI__F_paeth) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-img_n],prior[k],prior[k-img_n])); break;
- CASE(STBI__F_avg_first) cur[k] = STBI__BYTECAST(in[k] + (cur[k-img_n] >> 1)); break;
- CASE(STBI__F_paeth_first) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-img_n],0,0)); break;
- }
- #undef CASE
- } else {
- STBI_ASSERT(img_n+1 == out_n);
- #define CASE(f) \
- case f: \
- for (i=x-1; i >= 1; --i, cur[img_n]=255,in+=img_n,cur+=out_n,prior+=out_n) \
- for (k=0; k < img_n; ++k)
- switch (filter) {
- CASE(STBI__F_none) cur[k] = in[k]; break;
- CASE(STBI__F_sub) cur[k] = STBI__BYTECAST(in[k] + cur[k-out_n]); break;
- CASE(STBI__F_up) cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- CASE(STBI__F_avg) cur[k] = STBI__BYTECAST(in[k] + ((prior[k] + cur[k-out_n])>>1)); break;
- CASE(STBI__F_paeth) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-out_n],prior[k],prior[k-out_n])); break;
- CASE(STBI__F_avg_first) cur[k] = STBI__BYTECAST(in[k] + (cur[k-out_n] >> 1)); break;
- CASE(STBI__F_paeth_first) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-out_n],0,0)); break;
- }
- #undef CASE
- }
- }
-
- if (depth != 8) free(line8);
- return 1;
-}
-
-static int stbi__create_png_image(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, int depth, int color, int interlaced)
-{
- stbi_uc *final;
- int p;
- if (!interlaced)
- return stbi__create_png_image_raw(a, raw, raw_len, out_n, a->s->img_x, a->s->img_y, depth, color);
-
- // de-interlacing
- final = (stbi_uc *) stbi__malloc(a->s->img_x * a->s->img_y * out_n);
- for (p=0; p < 7; ++p) {
- int xorig[] = { 0,4,0,2,0,1,0 };
- int yorig[] = { 0,0,4,0,2,0,1 };
- int xspc[] = { 8,8,4,4,2,2,1 };
- int yspc[] = { 8,8,8,4,4,2,2 };
- int i,j,x,y;
- // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1
- x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p];
- y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p];
- if (x && y) {
- stbi__uint32 img_len = ((((out_n * x * depth) + 7) >> 3) + 1) * y;
- if (!stbi__create_png_image_raw(a, raw, raw_len, out_n, x, y, depth, color)) {
- free(final);
- return 0;
- }
- for (j=0; j < y; ++j)
- for (i=0; i < x; ++i)
- memcpy(final + (j*yspc[p]+yorig[p])*a->s->img_x*out_n + (i*xspc[p]+xorig[p])*out_n,
- a->out + (j*x+i)*out_n, out_n);
- free(a->out);
- raw += img_len;
- raw_len -= img_len;
- }
- }
- a->out = final;
-
- return 1;
-}
-
-static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n)
-{
- stbi__context *s = z->s;
- stbi__uint32 i, pixel_count = s->img_x * s->img_y;
- stbi_uc *p = z->out;
-
- // compute color-based transparency, assuming we've
- // already got 255 as the alpha value in the output
- STBI_ASSERT(out_n == 2 || out_n == 4);
-
- if (out_n == 2) {
- for (i=0; i < pixel_count; ++i) {
- p[1] = (p[0] == tc[0] ? 0 : 255);
- p += 2;
- }
- } else {
- for (i=0; i < pixel_count; ++i) {
- if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])
- p[3] = 0;
- p += 4;
- }
- }
- return 1;
-}
-
-static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n)
-{
- stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;
- stbi_uc *p, *temp_out, *orig = a->out;
-
- p = (stbi_uc *) stbi__malloc(pixel_count * pal_img_n);
- if (p == NULL) return stbi__err("outofmem", "Out of memory");
-
- // between here and free(out) below, exitting would leak
- temp_out = p;
-
- if (pal_img_n == 3) {
- for (i=0; i < pixel_count; ++i) {
- int n = orig[i]*4;
- p[0] = palette[n ];
- p[1] = palette[n+1];
- p[2] = palette[n+2];
- p += 3;
- }
- } else {
- for (i=0; i < pixel_count; ++i) {
- int n = orig[i]*4;
- p[0] = palette[n ];
- p[1] = palette[n+1];
- p[2] = palette[n+2];
- p[3] = palette[n+3];
- p += 4;
- }
- }
- free(a->out);
- a->out = temp_out;
-
- STBI_NOTUSED(len);
-
- return 1;
-}
-
-static int stbi__unpremultiply_on_load = 0;
-static int stbi__de_iphone_flag = 0;
-
-STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)
-{
- stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply;
-}
-
-STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)
-{
- stbi__de_iphone_flag = flag_true_if_should_convert;
-}
-
-static void stbi__de_iphone(stbi__png *z)
-{
- stbi__context *s = z->s;
- stbi__uint32 i, pixel_count = s->img_x * s->img_y;
- stbi_uc *p = z->out;
-
- if (s->img_out_n == 3) { // convert bgr to rgb
- for (i=0; i < pixel_count; ++i) {
- stbi_uc t = p[0];
- p[0] = p[2];
- p[2] = t;
- p += 3;
- }
- } else {
- STBI_ASSERT(s->img_out_n == 4);
- if (stbi__unpremultiply_on_load) {
- // convert bgr to rgb and unpremultiply
- for (i=0; i < pixel_count; ++i) {
- stbi_uc a = p[3];
- stbi_uc t = p[0];
- if (a) {
- p[0] = p[2] * 255 / a;
- p[1] = p[1] * 255 / a;
- p[2] = t * 255 / a;
- } else {
- p[0] = p[2];
- p[2] = t;
- }
- p += 4;
- }
- } else {
- // convert bgr to rgb
- for (i=0; i < pixel_count; ++i) {
- stbi_uc t = p[0];
- p[0] = p[2];
- p[2] = t;
- p += 4;
- }
- }
- }
-}
-
-static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)
-{
- stbi_uc palette[1024], pal_img_n=0;
- stbi_uc has_trans=0, tc[3];
- stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0;
- int first=1,k,interlace=0, color=0, depth=0, is_iphone=0;
- stbi__context *s = z->s;
-
- z->expanded = NULL;
- z->idata = NULL;
- z->out = NULL;
-
- if (!stbi__check_png_header(s)) return 0;
-
- if (scan == SCAN_type) return 1;
-
- for (;;) {
- stbi__pngchunk c = stbi__get_chunk_header(s);
- switch (c.type) {
- case PNG_TYPE('C','g','B','I'):
- is_iphone = 1;
- stbi__skip(s, c.length);
- break;
- case PNG_TYPE('I','H','D','R'): {
- int comp,filter;
- if (!first) return stbi__err("multiple IHDR","Corrupt PNG");
- first = 0;
- if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG");
- s->img_x = stbi__get32be(s); if (s->img_x > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
- s->img_y = stbi__get32be(s); if (s->img_y > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
- depth = stbi__get8(s); if (depth != 1 && depth != 2 && depth != 4 && depth != 8) return stbi__err("1/2/4/8-bit only","PNG not supported: 1/2/4/8-bit only");
- color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG");
- if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG");
- comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG");
- filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG");
- interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG");
- if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG");
- if (!pal_img_n) {
- s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);
- if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
- if (scan == SCAN_header) return 1;
- } else {
- // if paletted, then pal_n is our final components, and
- // img_n is # components to decompress/filter.
- s->img_n = 1;
- if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG");
- // if SCAN_header, have to scan to see if we have a tRNS
- }
- break;
- }
-
- case PNG_TYPE('P','L','T','E'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG");
- pal_len = c.length / 3;
- if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG");
- for (i=0; i < pal_len; ++i) {
- palette[i*4+0] = stbi__get8(s);
- palette[i*4+1] = stbi__get8(s);
- palette[i*4+2] = stbi__get8(s);
- palette[i*4+3] = 255;
- }
- break;
- }
-
- case PNG_TYPE('t','R','N','S'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG");
- if (pal_img_n) {
- if (scan == SCAN_header) { s->img_n = 4; return 1; }
- if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG");
- if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG");
- pal_img_n = 4;
- for (i=0; i < c.length; ++i)
- palette[i*4+3] = stbi__get8(s);
- } else {
- if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG");
- if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG");
- has_trans = 1;
- for (k=0; k < s->img_n; ++k)
- tc[k] = (stbi_uc) (stbi__get16be(s) & 255); // non 8-bit images will be larger
- }
- break;
- }
-
- case PNG_TYPE('I','D','A','T'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG");
- if (scan == SCAN_header) { s->img_n = pal_img_n; return 1; }
- if (ioff + c.length > idata_limit) {
- stbi_uc *p;
- if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;
- while (ioff + c.length > idata_limit)
- idata_limit *= 2;
- p = (stbi_uc *) realloc(z->idata, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory");
- z->idata = p;
- }
- if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG");
- ioff += c.length;
- break;
- }
-
- case PNG_TYPE('I','E','N','D'): {
- stbi__uint32 raw_len;
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (scan != SCAN_load) return 1;
- if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG");
- z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, 16384, (int *) &raw_len, !is_iphone);
- if (z->expanded == NULL) return 0; // zlib should set error
- free(z->idata); z->idata = NULL;
- if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans)
- s->img_out_n = s->img_n+1;
- else
- s->img_out_n = s->img_n;
- if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, depth, color, interlace)) return 0;
- if (has_trans)
- if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;
- if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)
- stbi__de_iphone(z);
- if (pal_img_n) {
- // pal_img_n == 3 or 4
- s->img_n = pal_img_n; // record the actual colors we had
- s->img_out_n = pal_img_n;
- if (req_comp >= 3) s->img_out_n = req_comp;
- if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))
- return 0;
- }
- free(z->expanded); z->expanded = NULL;
- return 1;
- }
-
- default:
- // if critical, fail
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if ((c.type & (1 << 29)) == 0) {
- #ifndef STBI_NO_FAILURE_STRINGS
- // not threadsafe
- static char invalid_chunk[] = "XXXX PNG chunk not known";
- invalid_chunk[0] = STBI__BYTECAST(c.type >> 24);
- invalid_chunk[1] = STBI__BYTECAST(c.type >> 16);
- invalid_chunk[2] = STBI__BYTECAST(c.type >> 8);
- invalid_chunk[3] = STBI__BYTECAST(c.type >> 0);
- #endif
- return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type");
- }
- stbi__skip(s, c.length);
- break;
- }
- // end of PNG chunk, read and skip CRC
- stbi__get32be(s);
- }
-}
-
-static unsigned char *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp)
-{
- unsigned char *result=NULL;
- if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
- if (stbi__parse_png_file(p, SCAN_load, req_comp)) {
- result = p->out;
- p->out = NULL;
- if (req_comp && req_comp != p->s->img_out_n) {
- result = stbi__convert_format(result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);
- p->s->img_out_n = req_comp;
- if (result == NULL) return result;
- }
- *x = p->s->img_x;
- *y = p->s->img_y;
- if (n) *n = p->s->img_out_n;
- }
- free(p->out); p->out = NULL;
- free(p->expanded); p->expanded = NULL;
- free(p->idata); p->idata = NULL;
-
- return result;
-}
-
-static unsigned char *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi__png p;
- p.s = s;
- return stbi__do_png(&p, x,y,comp,req_comp);
-}
-
-static int stbi__png_test(stbi__context *s)
-{
- int r;
- r = stbi__check_png_header(s);
- stbi__rewind(s);
- return r;
-}
-
-static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp)
-{
- if (!stbi__parse_png_file(p, SCAN_header, 0)) {
- stbi__rewind( p->s );
- return 0;
- }
- if (x) *x = p->s->img_x;
- if (y) *y = p->s->img_y;
- if (comp) *comp = p->s->img_n;
- return 1;
-}
-
-static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__png p;
- p.s = s;
- return stbi__png_info_raw(&p, x, y, comp);
-}
-
-// Microsoft/Windows BMP image
-static int stbi__bmp_test_raw(stbi__context *s)
-{
- int r;
- int sz;
- if (stbi__get8(s) != 'B') return 0;
- if (stbi__get8(s) != 'M') return 0;
- stbi__get32le(s); // discard filesize
- stbi__get16le(s); // discard reserved
- stbi__get16le(s); // discard reserved
- stbi__get32le(s); // discard data offset
- sz = stbi__get32le(s);
- r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);
- return r;
-}
-
-static int stbi__bmp_test(stbi__context *s)
-{
- int r = stbi__bmp_test_raw(s);
- stbi__rewind(s);
- return r;
-}
-
-
-// returns 0..31 for the highest set bit
-static int stbi__high_bit(unsigned int z)
-{
- int n=0;
- if (z == 0) return -1;
- if (z >= 0x10000) n += 16, z >>= 16;
- if (z >= 0x00100) n += 8, z >>= 8;
- if (z >= 0x00010) n += 4, z >>= 4;
- if (z >= 0x00004) n += 2, z >>= 2;
- if (z >= 0x00002) n += 1, z >>= 1;
- return n;
-}
-
-static int stbi__bitcount(unsigned int a)
-{
- a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2
- a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4
- a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits
- a = (a + (a >> 8)); // max 16 per 8 bits
- a = (a + (a >> 16)); // max 32 per 8 bits
- return a & 0xff;
-}
-
-static int stbi__shiftsigned(int v, int shift, int bits)
-{
- int result;
- int z=0;
-
- if (shift < 0) v <<= -shift;
- else v >>= shift;
- result = v;
-
- z = bits;
- while (z < 8) {
- result += v >> z;
- z += bits;
- }
- return result;
-}
-
-static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi_uc *out;
- unsigned int mr=0,mg=0,mb=0,ma=0, fake_a=0;
- stbi_uc pal[256][4];
- int psize=0,i,j,compress=0,width;
- int bpp, flip_vertically, pad, target, offset, hsz;
- if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP");
- stbi__get32le(s); // discard filesize
- stbi__get16le(s); // discard reserved
- stbi__get16le(s); // discard reserved
- offset = stbi__get32le(s);
- hsz = stbi__get32le(s);
- if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown");
- if (hsz == 12) {
- s->img_x = stbi__get16le(s);
- s->img_y = stbi__get16le(s);
- } else {
- s->img_x = stbi__get32le(s);
- s->img_y = stbi__get32le(s);
- }
- if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP");
- bpp = stbi__get16le(s);
- if (bpp == 1) return stbi__errpuc("monochrome", "BMP type not supported: 1-bit");
- flip_vertically = ((int) s->img_y) > 0;
- s->img_y = abs((int) s->img_y);
- if (hsz == 12) {
- if (bpp < 24)
- psize = (offset - 14 - 24) / 3;
- } else {
- compress = stbi__get32le(s);
- if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE");
- stbi__get32le(s); // discard sizeof
- stbi__get32le(s); // discard hres
- stbi__get32le(s); // discard vres
- stbi__get32le(s); // discard colorsused
- stbi__get32le(s); // discard max important
- if (hsz == 40 || hsz == 56) {
- if (hsz == 56) {
- stbi__get32le(s);
- stbi__get32le(s);
- stbi__get32le(s);
- stbi__get32le(s);
- }
- if (bpp == 16 || bpp == 32) {
- mr = mg = mb = 0;
- if (compress == 0) {
- if (bpp == 32) {
- mr = 0xffu << 16;
- mg = 0xffu << 8;
- mb = 0xffu << 0;
- ma = 0xffu << 24;
- fake_a = 1; // @TODO: check for cases like alpha value is all 0 and switch it to 255
- STBI_NOTUSED(fake_a);
- } else {
- mr = 31u << 10;
- mg = 31u << 5;
- mb = 31u << 0;
- }
- } else if (compress == 3) {
- mr = stbi__get32le(s);
- mg = stbi__get32le(s);
- mb = stbi__get32le(s);
- // not documented, but generated by photoshop and handled by mspaint
- if (mr == mg && mg == mb) {
- // ?!?!?
- return stbi__errpuc("bad BMP", "bad BMP");
- }
- } else
- return stbi__errpuc("bad BMP", "bad BMP");
- }
- } else {
- STBI_ASSERT(hsz == 108 || hsz == 124);
- mr = stbi__get32le(s);
- mg = stbi__get32le(s);
- mb = stbi__get32le(s);
- ma = stbi__get32le(s);
- stbi__get32le(s); // discard color space
- for (i=0; i < 12; ++i)
- stbi__get32le(s); // discard color space parameters
- if (hsz == 124) {
- stbi__get32le(s); // discard rendering intent
- stbi__get32le(s); // discard offset of profile data
- stbi__get32le(s); // discard size of profile data
- stbi__get32le(s); // discard reserved
- }
- }
- if (bpp < 16)
- psize = (offset - 14 - hsz) >> 2;
- }
- s->img_n = ma ? 4 : 3;
- if (req_comp && req_comp >= 3) // we can directly decode 3 or 4
- target = req_comp;
- else
- target = s->img_n; // if they want monochrome, we'll post-convert
- out = (stbi_uc *) stbi__malloc(target * s->img_x * s->img_y);
- if (!out) return stbi__errpuc("outofmem", "Out of memory");
- if (bpp < 16) {
- int z=0;
- if (psize == 0 || psize > 256) { free(out); return stbi__errpuc("invalid", "Corrupt BMP"); }
- for (i=0; i < psize; ++i) {
- pal[i][2] = stbi__get8(s);
- pal[i][1] = stbi__get8(s);
- pal[i][0] = stbi__get8(s);
- if (hsz != 12) stbi__get8(s);
- pal[i][3] = 255;
- }
- stbi__skip(s, offset - 14 - hsz - psize * (hsz == 12 ? 3 : 4));
- if (bpp == 4) width = (s->img_x + 1) >> 1;
- else if (bpp == 8) width = s->img_x;
- else { free(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); }
- pad = (-width)&3;
- for (j=0; j < (int) s->img_y; ++j) {
- for (i=0; i < (int) s->img_x; i += 2) {
- int v=stbi__get8(s),v2=0;
- if (bpp == 4) {
- v2 = v & 15;
- v >>= 4;
- }
- out[z++] = pal[v][0];
- out[z++] = pal[v][1];
- out[z++] = pal[v][2];
- if (target == 4) out[z++] = 255;
- if (i+1 == (int) s->img_x) break;
- v = (bpp == 8) ? stbi__get8(s) : v2;
- out[z++] = pal[v][0];
- out[z++] = pal[v][1];
- out[z++] = pal[v][2];
- if (target == 4) out[z++] = 255;
- }
- stbi__skip(s, pad);
- }
- } else {
- int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0;
- int z = 0;
- int easy=0;
- stbi__skip(s, offset - 14 - hsz);
- if (bpp == 24) width = 3 * s->img_x;
- else if (bpp == 16) width = 2*s->img_x;
- else /* bpp = 32 and pad = 0 */ width=0;
- pad = (-width) & 3;
- if (bpp == 24) {
- easy = 1;
- } else if (bpp == 32) {
- if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)
- easy = 2;
- }
- if (!easy) {
- if (!mr || !mg || !mb) { free(out); return stbi__errpuc("bad masks", "Corrupt BMP"); }
- // right shift amt to put high bit in position #7
- rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr);
- gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg);
- bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb);
- ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma);
- }
- for (j=0; j < (int) s->img_y; ++j) {
- if (easy) {
- for (i=0; i < (int) s->img_x; ++i) {
- unsigned char a;
- out[z+2] = stbi__get8(s);
- out[z+1] = stbi__get8(s);
- out[z+0] = stbi__get8(s);
- z += 3;
- a = (easy == 2 ? stbi__get8(s) : 255);
- if (target == 4) out[z++] = a;
- }
- } else {
- for (i=0; i < (int) s->img_x; ++i) {
- stbi__uint32 v = (stbi__uint32) (bpp == 16 ? stbi__get16le(s) : stbi__get32le(s));
- int a;
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));
- a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);
- if (target == 4) out[z++] = STBI__BYTECAST(a);
- }
- }
- stbi__skip(s, pad);
- }
- }
- if (flip_vertically) {
- stbi_uc t;
- for (j=0; j < (int) s->img_y>>1; ++j) {
- stbi_uc *p1 = out + j *s->img_x*target;
- stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target;
- for (i=0; i < (int) s->img_x*target; ++i) {
- t = p1[i], p1[i] = p2[i], p2[i] = t;
- }
- }
- }
-
- if (req_comp && req_comp != target) {
- out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);
- if (out == NULL) return out; // stbi__convert_format frees input on failure
- }
-
- *x = s->img_x;
- *y = s->img_y;
- if (comp) *comp = s->img_n;
- return out;
-}
-
-// Targa Truevision - TGA
-// by Jonathan Dummer
-
-static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int tga_w, tga_h, tga_comp;
- int sz;
- stbi__get8(s); // discard Offset
- sz = stbi__get8(s); // color type
- if( sz > 1 ) {
- stbi__rewind(s);
- return 0; // only RGB or indexed allowed
- }
- sz = stbi__get8(s); // image type
- // only RGB or grey allowed, +/- RLE
- if ((sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11)) return 0;
- stbi__skip(s,9);
- tga_w = stbi__get16le(s);
- if( tga_w < 1 ) {
- stbi__rewind(s);
- return 0; // test width
- }
- tga_h = stbi__get16le(s);
- if( tga_h < 1 ) {
- stbi__rewind(s);
- return 0; // test height
- }
- sz = stbi__get8(s); // bits per pixel
- // only RGB or RGBA or grey allowed
- if ((sz != 8) && (sz != 16) && (sz != 24) && (sz != 32)) {
- stbi__rewind(s);
- return 0;
- }
- tga_comp = sz;
- if (x) *x = tga_w;
- if (y) *y = tga_h;
- if (comp) *comp = tga_comp / 8;
- return 1; // seems to have passed everything
-}
-
-static int stbi__tga_test(stbi__context *s)
-{
- int res;
- int sz;
- stbi__get8(s); // discard Offset
- sz = stbi__get8(s); // color type
- if ( sz > 1 ) return 0; // only RGB or indexed allowed
- sz = stbi__get8(s); // image type
- if ( (sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11) ) return 0; // only RGB or grey allowed, +/- RLE
- stbi__get16be(s); // discard palette start
- stbi__get16be(s); // discard palette length
- stbi__get8(s); // discard bits per palette color entry
- stbi__get16be(s); // discard x origin
- stbi__get16be(s); // discard y origin
- if ( stbi__get16be(s) < 1 ) return 0; // test width
- if ( stbi__get16be(s) < 1 ) return 0; // test height
- sz = stbi__get8(s); // bits per pixel
- if ( (sz != 8) && (sz != 16) && (sz != 24) && (sz != 32) )
- res = 0;
- else
- res = 1;
- stbi__rewind(s);
- return res;
-}
-
-static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- // read in the TGA header stuff
- int tga_offset = stbi__get8(s);
- int tga_indexed = stbi__get8(s);
- int tga_image_type = stbi__get8(s);
- int tga_is_RLE = 0;
- int tga_palette_start = stbi__get16le(s);
- int tga_palette_len = stbi__get16le(s);
- int tga_palette_bits = stbi__get8(s);
- int tga_x_origin = stbi__get16le(s);
- int tga_y_origin = stbi__get16le(s);
- int tga_width = stbi__get16le(s);
- int tga_height = stbi__get16le(s);
- int tga_bits_per_pixel = stbi__get8(s);
- int tga_comp = tga_bits_per_pixel / 8;
- int tga_inverted = stbi__get8(s);
- // image data
- unsigned char *tga_data;
- unsigned char *tga_palette = NULL;
- int i, j;
- unsigned char raw_data[4];
- int RLE_count = 0;
- int RLE_repeating = 0;
- int read_next_pixel = 1;
-
- // do a tiny bit of precessing
- if ( tga_image_type >= 8 )
- {
- tga_image_type -= 8;
- tga_is_RLE = 1;
- }
- /* int tga_alpha_bits = tga_inverted & 15; */
- tga_inverted = 1 - ((tga_inverted >> 5) & 1);
-
- // error check
- if ( //(tga_indexed) ||
- (tga_width < 1) || (tga_height < 1) ||
- (tga_image_type < 1) || (tga_image_type > 3) ||
- ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16) &&
- (tga_bits_per_pixel != 24) && (tga_bits_per_pixel != 32))
- )
- {
- return NULL; // we don't report this as a bad TGA because we don't even know if it's TGA
- }
-
- // If I'm paletted, then I'll use the number of bits from the palette
- if ( tga_indexed )
- {
- tga_comp = tga_palette_bits / 8;
- }
-
- // tga info
- *x = tga_width;
- *y = tga_height;
- if (comp) *comp = tga_comp;
-
- tga_data = (unsigned char*)stbi__malloc( tga_width * tga_height * tga_comp );
- if (!tga_data) return stbi__errpuc("outofmem", "Out of memory");
-
- // skip to the data's starting position (offset usually = 0)
- stbi__skip(s, tga_offset );
-
- if ( !tga_indexed && !tga_is_RLE) {
- for (i=0; i < tga_height; ++i) {
- int y = tga_inverted ? tga_height -i - 1 : i;
- stbi_uc *tga_row = tga_data + y*tga_width*tga_comp;
- stbi__getn(s, tga_row, tga_width * tga_comp);
- }
- } else {
- // do I need to load a palette?
- if ( tga_indexed)
- {
- // any data to skip? (offset usually = 0)
- stbi__skip(s, tga_palette_start );
- // load the palette
- tga_palette = (unsigned char*)stbi__malloc( tga_palette_len * tga_palette_bits / 8 );
- if (!tga_palette) {
- free(tga_data);
- return stbi__errpuc("outofmem", "Out of memory");
- }
- if (!stbi__getn(s, tga_palette, tga_palette_len * tga_palette_bits / 8 )) {
- free(tga_data);
- free(tga_palette);
- return stbi__errpuc("bad palette", "Corrupt TGA");
- }
- }
- // load the data
- for (i=0; i < tga_width * tga_height; ++i)
- {
- // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?
- if ( tga_is_RLE )
- {
- if ( RLE_count == 0 )
- {
- // yep, get the next byte as a RLE command
- int RLE_cmd = stbi__get8(s);
- RLE_count = 1 + (RLE_cmd & 127);
- RLE_repeating = RLE_cmd >> 7;
- read_next_pixel = 1;
- } else if ( !RLE_repeating )
- {
- read_next_pixel = 1;
- }
- } else
- {
- read_next_pixel = 1;
- }
- // OK, if I need to read a pixel, do it now
- if ( read_next_pixel )
- {
- // load however much data we did have
- if ( tga_indexed )
- {
- // read in 1 byte, then perform the lookup
- int pal_idx = stbi__get8(s);
- if ( pal_idx >= tga_palette_len )
- {
- // invalid index
- pal_idx = 0;
- }
- pal_idx *= tga_bits_per_pixel / 8;
- for (j = 0; j*8 < tga_bits_per_pixel; ++j)
- {
- raw_data[j] = tga_palette[pal_idx+j];
- }
- } else
- {
- // read in the data raw
- for (j = 0; j*8 < tga_bits_per_pixel; ++j)
- {
- raw_data[j] = stbi__get8(s);
- }
- }
- // clear the reading flag for the next pixel
- read_next_pixel = 0;
- } // end of reading a pixel
-
- // copy data
- for (j = 0; j < tga_comp; ++j)
- tga_data[i*tga_comp+j] = raw_data[j];
-
- // in case we're in RLE mode, keep counting down
- --RLE_count;
- }
- // do I need to invert the image?
- if ( tga_inverted )
- {
- for (j = 0; j*2 < tga_height; ++j)
- {
- int index1 = j * tga_width * tga_comp;
- int index2 = (tga_height - 1 - j) * tga_width * tga_comp;
- for (i = tga_width * tga_comp; i > 0; --i)
- {
- unsigned char temp = tga_data[index1];
- tga_data[index1] = tga_data[index2];
- tga_data[index2] = temp;
- ++index1;
- ++index2;
- }
- }
- }
- // clear my palette, if I had one
- if ( tga_palette != NULL )
- {
- free( tga_palette );
- }
- }
-
- // swap RGB
- if (tga_comp >= 3)
- {
- unsigned char* tga_pixel = tga_data;
- for (i=0; i < tga_width * tga_height; ++i)
- {
- unsigned char temp = tga_pixel[0];
- tga_pixel[0] = tga_pixel[2];
- tga_pixel[2] = temp;
- tga_pixel += tga_comp;
- }
- }
-
- // convert to target component count
- if (req_comp && req_comp != tga_comp)
- tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);
-
- // the things I do to get rid of an error message, and yet keep
- // Microsoft's C compilers happy... [8^(
- tga_palette_start = tga_palette_len = tga_palette_bits =
- tga_x_origin = tga_y_origin = 0;
- // OK, done
- return tga_data;
-}
-
-// *************************************************************************************************
-// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB
-
-static int stbi__psd_test(stbi__context *s)
-{
- int r = (stbi__get32be(s) == 0x38425053);
- stbi__rewind(s);
- return r;
-}
-
-static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- int pixelCount;
- int channelCount, compression;
- int channel, i, count, len;
- int w,h;
- stbi_uc *out;
-
- // Check identifier
- if (stbi__get32be(s) != 0x38425053) // "8BPS"
- return stbi__errpuc("not PSD", "Corrupt PSD image");
-
- // Check file type version.
- if (stbi__get16be(s) != 1)
- return stbi__errpuc("wrong version", "Unsupported version of PSD image");
-
- // Skip 6 reserved bytes.
- stbi__skip(s, 6 );
-
- // Read the number of channels (R, G, B, A, etc).
- channelCount = stbi__get16be(s);
- if (channelCount < 0 || channelCount > 16)
- return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image");
-
- // Read the rows and columns of the image.
- h = stbi__get32be(s);
- w = stbi__get32be(s);
-
- // Make sure the depth is 8 bits.
- if (stbi__get16be(s) != 8)
- return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 bit");
-
- // Make sure the color mode is RGB.
- // Valid options are:
- // 0: Bitmap
- // 1: Grayscale
- // 2: Indexed color
- // 3: RGB color
- // 4: CMYK color
- // 7: Multichannel
- // 8: Duotone
- // 9: Lab color
- if (stbi__get16be(s) != 3)
- return stbi__errpuc("wrong color format", "PSD is not in RGB color format");
-
- // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.)
- stbi__skip(s,stbi__get32be(s) );
-
- // Skip the image resources. (resolution, pen tool paths, etc)
- stbi__skip(s, stbi__get32be(s) );
-
- // Skip the reserved data.
- stbi__skip(s, stbi__get32be(s) );
-
- // Find out if the data is compressed.
- // Known values:
- // 0: no compression
- // 1: RLE compressed
- compression = stbi__get16be(s);
- if (compression > 1)
- return stbi__errpuc("bad compression", "PSD has an unknown compression format");
-
- // Create the destination image.
- out = (stbi_uc *) stbi__malloc(4 * w*h);
- if (!out) return stbi__errpuc("outofmem", "Out of memory");
- pixelCount = w*h;
-
- // Initialize the data to zero.
- //memset( out, 0, pixelCount * 4 );
-
- // Finally, the image data.
- if (compression) {
- // RLE as used by .PSD and .TIFF
- // Loop until you get the number of unpacked bytes you are expecting:
- // Read the next source byte into n.
- // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.
- // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.
- // Else if n is 128, noop.
- // Endloop
-
- // The RLE-compressed data is preceeded by a 2-byte data count for each row in the data,
- // which we're going to just skip.
- stbi__skip(s, h * channelCount * 2 );
-
- // Read the RLE data by channel.
- for (channel = 0; channel < 4; channel++) {
- stbi_uc *p;
-
- p = out+channel;
- if (channel >= channelCount) {
- // Fill this channel with default data.
- for (i = 0; i < pixelCount; i++) *p = (channel == 3 ? 255 : 0), p += 4;
- } else {
- // Read the RLE data.
- count = 0;
- while (count < pixelCount) {
- len = stbi__get8(s);
- if (len == 128) {
- // No-op.
- } else if (len < 128) {
- // Copy next len+1 bytes literally.
- len++;
- count += len;
- while (len) {
- *p = stbi__get8(s);
- p += 4;
- len--;
- }
- } else if (len > 128) {
- stbi_uc val;
- // Next -len+1 bytes in the dest are replicated from next source byte.
- // (Interpret len as a negative 8-bit int.)
- len ^= 0x0FF;
- len += 2;
- val = stbi__get8(s);
- count += len;
- while (len) {
- *p = val;
- p += 4;
- len--;
- }
- }
- }
- }
- }
-
- } else {
- // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...)
- // where each channel consists of an 8-bit value for each pixel in the image.
-
- // Read the data by channel.
- for (channel = 0; channel < 4; channel++) {
- stbi_uc *p;
-
- p = out + channel;
- if (channel > channelCount) {
- // Fill this channel with default data.
- for (i = 0; i < pixelCount; i++) *p = channel == 3 ? 255 : 0, p += 4;
- } else {
- // Read the data.
- for (i = 0; i < pixelCount; i++)
- *p = stbi__get8(s), p += 4;
- }
- }
- }
-
- if (req_comp && req_comp != 4) {
- out = stbi__convert_format(out, 4, req_comp, w, h);
- if (out == NULL) return out; // stbi__convert_format frees input on failure
- }
-
- if (comp) *comp = channelCount;
- *y = h;
- *x = w;
-
- return out;
-}
-
-// *************************************************************************************************
-// Softimage PIC loader
-// by Tom Seddon
-//
-// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format
-// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/
-
-static int stbi__pic_is4(stbi__context *s,const char *str)
-{
- int i;
- for (i=0; i<4; ++i)
- if (stbi__get8(s) != (stbi_uc)str[i])
- return 0;
-
- return 1;
-}
-
-static int stbi__pic_test_core(stbi__context *s)
-{
- int i;
-
- if (!stbi__pic_is4(s,"\x53\x80\xF6\x34"))
- return 0;
-
- for(i=0;i<84;++i)
- stbi__get8(s);
-
- if (!stbi__pic_is4(s,"PICT"))
- return 0;
-
- return 1;
-}
-
-typedef struct
-{
- stbi_uc size,type,channel;
-} stbi__pic_packet;
-
-static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest)
-{
- int mask=0x80, i;
-
- for (i=0; i<4; ++i, mask>>=1) {
- if (channel & mask) {
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short");
- dest[i]=stbi__get8(s);
- }
- }
-
- return dest;
-}
-
-static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src)
-{
- int mask=0x80,i;
-
- for (i=0;i<4; ++i, mask>>=1)
- if (channel&mask)
- dest[i]=src[i];
-}
-
-static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result)
-{
- int act_comp=0,num_packets=0,y,chained;
- stbi__pic_packet packets[10];
-
- // this will (should...) cater for even some bizarre stuff like having data
- // for the same channel in multiple packets.
- do {
- stbi__pic_packet *packet;
-
- if (num_packets==sizeof(packets)/sizeof(packets[0]))
- return stbi__errpuc("bad format","too many packets");
-
- packet = &packets[num_packets++];
-
- chained = stbi__get8(s);
- packet->size = stbi__get8(s);
- packet->type = stbi__get8(s);
- packet->channel = stbi__get8(s);
-
- act_comp |= packet->channel;
-
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)");
- if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp");
- } while (chained);
-
- *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?
-
- for(y=0; ytype) {
- default:
- return stbi__errpuc("bad format","packet has bad compression type");
-
- case 0: {//uncompressed
- int x;
-
- for(x=0;xchannel,dest))
- return 0;
- break;
- }
-
- case 1://Pure RLE
- {
- int left=width, i;
-
- while (left>0) {
- stbi_uc count,value[4];
-
- count=stbi__get8(s);
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)");
-
- if (count > left)
- count = (stbi_uc) left;
-
- if (!stbi__readval(s,packet->channel,value)) return 0;
-
- for(i=0; ichannel,dest,value);
- left -= count;
- }
- }
- break;
-
- case 2: {//Mixed RLE
- int left=width;
- while (left>0) {
- int count = stbi__get8(s), i;
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)");
-
- if (count >= 128) { // Repeated
- stbi_uc value[4];
- int i;
-
- if (count==128)
- count = stbi__get16be(s);
- else
- count -= 127;
- if (count > left)
- return stbi__errpuc("bad file","scanline overrun");
-
- if (!stbi__readval(s,packet->channel,value))
- return 0;
-
- for(i=0;ichannel,dest,value);
- } else { // Raw
- ++count;
- if (count>left) return stbi__errpuc("bad file","scanline overrun");
-
- for(i=0;ichannel,dest))
- return 0;
- }
- left-=count;
- }
- break;
- }
- }
- }
- }
-
- return result;
-}
-
-static stbi_uc *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp)
-{
- stbi_uc *result;
- int i, x,y;
-
- for (i=0; i<92; ++i)
- stbi__get8(s);
-
- x = stbi__get16be(s);
- y = stbi__get16be(s);
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)");
- if ((1 << 28) / x < y) return stbi__errpuc("too large", "Image too large to decode");
-
- stbi__get32be(s); //skip `ratio'
- stbi__get16be(s); //skip `fields'
- stbi__get16be(s); //skip `pad'
-
- // intermediate buffer is RGBA
- result = (stbi_uc *) stbi__malloc(x*y*4);
- memset(result, 0xff, x*y*4);
-
- if (!stbi__pic_load_core(s,x,y,comp, result)) {
- free(result);
- result=0;
- }
- *px = x;
- *py = y;
- if (req_comp == 0) req_comp = *comp;
- result=stbi__convert_format(result,4,req_comp,x,y);
-
- return result;
-}
-
-static int stbi__pic_test(stbi__context *s)
-{
- int r = stbi__pic_test_core(s);
- stbi__rewind(s);
- return r;
-}
-
-// *************************************************************************************************
-// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb
-typedef struct
-{
- stbi__int16 prefix;
- stbi_uc first;
- stbi_uc suffix;
-} stbi__gif_lzw;
-
-typedef struct
-{
- int w,h;
- stbi_uc *out; // output buffer (always 4 components)
- int flags, bgindex, ratio, transparent, eflags;
- stbi_uc pal[256][4];
- stbi_uc lpal[256][4];
- stbi__gif_lzw codes[4096];
- stbi_uc *color_table;
- int parse, step;
- int lflags;
- int start_x, start_y;
- int max_x, max_y;
- int cur_x, cur_y;
- int line_size;
-} stbi__gif;
-
-static int stbi__gif_test_raw(stbi__context *s)
-{
- int sz;
- if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;
- sz = stbi__get8(s);
- if (sz != '9' && sz != '7') return 0;
- if (stbi__get8(s) != 'a') return 0;
- return 1;
-}
-
-static int stbi__gif_test(stbi__context *s)
-{
- int r = stbi__gif_test_raw(s);
- stbi__rewind(s);
- return r;
-}
-
-static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp)
-{
- int i;
- for (i=0; i < num_entries; ++i) {
- pal[i][2] = stbi__get8(s);
- pal[i][1] = stbi__get8(s);
- pal[i][0] = stbi__get8(s);
- pal[i][3] = transp ? 0 : 255;
- }
-}
-
-static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info)
-{
- stbi_uc version;
- if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')
- return stbi__err("not GIF", "Corrupt GIF");
-
- version = stbi__get8(s);
- if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF");
- if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF");
-
- stbi__g_failure_reason = "";
- g->w = stbi__get16le(s);
- g->h = stbi__get16le(s);
- g->flags = stbi__get8(s);
- g->bgindex = stbi__get8(s);
- g->ratio = stbi__get8(s);
- g->transparent = -1;
-
- if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments
-
- if (is_info) return 1;
-
- if (g->flags & 0x80)
- stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1);
-
- return 1;
-}
-
-static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__gif g;
- if (!stbi__gif_header(s, &g, comp, 1)) {
- stbi__rewind( s );
- return 0;
- }
- if (x) *x = g.w;
- if (y) *y = g.h;
- return 1;
-}
-
-static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code)
-{
- stbi_uc *p, *c;
-
- // recurse to decode the prefixes, since the linked-list is backwards,
- // and working backwards through an interleaved image would be nasty
- if (g->codes[code].prefix >= 0)
- stbi__out_gif_code(g, g->codes[code].prefix);
-
- if (g->cur_y >= g->max_y) return;
-
- p = &g->out[g->cur_x + g->cur_y];
- c = &g->color_table[g->codes[code].suffix * 4];
-
- if (c[3] >= 128) {
- p[0] = c[2];
- p[1] = c[1];
- p[2] = c[0];
- p[3] = c[3];
- }
- g->cur_x += 4;
-
- if (g->cur_x >= g->max_x) {
- g->cur_x = g->start_x;
- g->cur_y += g->step;
-
- while (g->cur_y >= g->max_y && g->parse > 0) {
- g->step = (1 << g->parse) * g->line_size;
- g->cur_y = g->start_y + (g->step >> 1);
- --g->parse;
- }
- }
-}
-
-static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g)
-{
- stbi_uc lzw_cs;
- stbi__int32 len, code;
- stbi__uint32 first;
- stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;
- stbi__gif_lzw *p;
-
- lzw_cs = stbi__get8(s);
- clear = 1 << lzw_cs;
- first = 1;
- codesize = lzw_cs + 1;
- codemask = (1 << codesize) - 1;
- bits = 0;
- valid_bits = 0;
- for (code = 0; code < clear; code++) {
- g->codes[code].prefix = -1;
- g->codes[code].first = (stbi_uc) code;
- g->codes[code].suffix = (stbi_uc) code;
- }
-
- // support no starting clear code
- avail = clear+2;
- oldcode = -1;
-
- len = 0;
- for(;;) {
- if (valid_bits < codesize) {
- if (len == 0) {
- len = stbi__get8(s); // start new block
- if (len == 0)
- return g->out;
- }
- --len;
- bits |= (stbi__int32) stbi__get8(s) << valid_bits;
- valid_bits += 8;
- } else {
- stbi__int32 code = bits & codemask;
- bits >>= codesize;
- valid_bits -= codesize;
- // @OPTIMIZE: is there some way we can accelerate the non-clear path?
- if (code == clear) { // clear code
- codesize = lzw_cs + 1;
- codemask = (1 << codesize) - 1;
- avail = clear + 2;
- oldcode = -1;
- first = 0;
- } else if (code == clear + 1) { // end of stream code
- stbi__skip(s, len);
- while ((len = stbi__get8(s)) > 0)
- stbi__skip(s,len);
- return g->out;
- } else if (code <= avail) {
- if (first) return stbi__errpuc("no clear code", "Corrupt GIF");
-
- if (oldcode >= 0) {
- p = &g->codes[avail++];
- if (avail > 4096) return stbi__errpuc("too many codes", "Corrupt GIF");
- p->prefix = (stbi__int16) oldcode;
- p->first = g->codes[oldcode].first;
- p->suffix = (code == avail) ? p->first : g->codes[code].first;
- } else if (code == avail)
- return stbi__errpuc("illegal code in raster", "Corrupt GIF");
-
- stbi__out_gif_code(g, (stbi__uint16) code);
-
- if ((avail & codemask) == 0 && avail <= 0x0FFF) {
- codesize++;
- codemask = (1 << codesize) - 1;
- }
-
- oldcode = code;
- } else {
- return stbi__errpuc("illegal code in raster", "Corrupt GIF");
- }
- }
- }
-}
-
-static void stbi__fill_gif_background(stbi__gif *g)
-{
- int i;
- stbi_uc *c = g->pal[g->bgindex];
- // @OPTIMIZE: write a dword at a time
- for (i = 0; i < g->w * g->h * 4; i += 4) {
- stbi_uc *p = &g->out[i];
- p[0] = c[2];
- p[1] = c[1];
- p[2] = c[0];
- p[3] = c[3];
- }
-}
-
-// this function is designed to support animated gifs, although stb_image doesn't support it
-static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp)
-{
- int i;
- stbi_uc *old_out = 0;
-
- if (g->out == 0) {
- if (!stbi__gif_header(s, g, comp,0)) return 0; // stbi__g_failure_reason set by stbi__gif_header
- g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
- if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory");
- stbi__fill_gif_background(g);
- } else {
- // animated-gif-only path
- if (((g->eflags & 0x1C) >> 2) == 3) {
- old_out = g->out;
- g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
- if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory");
- memcpy(g->out, old_out, g->w*g->h*4);
- }
- }
-
- for (;;) {
- switch (stbi__get8(s)) {
- case 0x2C: /* Image Descriptor */
- {
- stbi__int32 x, y, w, h;
- stbi_uc *o;
-
- x = stbi__get16le(s);
- y = stbi__get16le(s);
- w = stbi__get16le(s);
- h = stbi__get16le(s);
- if (((x + w) > (g->w)) || ((y + h) > (g->h)))
- return stbi__errpuc("bad Image Descriptor", "Corrupt GIF");
-
- g->line_size = g->w * 4;
- g->start_x = x * 4;
- g->start_y = y * g->line_size;
- g->max_x = g->start_x + w * 4;
- g->max_y = g->start_y + h * g->line_size;
- g->cur_x = g->start_x;
- g->cur_y = g->start_y;
-
- g->lflags = stbi__get8(s);
-
- if (g->lflags & 0x40) {
- g->step = 8 * g->line_size; // first interlaced spacing
- g->parse = 3;
- } else {
- g->step = g->line_size;
- g->parse = 0;
- }
-
- if (g->lflags & 0x80) {
- stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);
- g->color_table = (stbi_uc *) g->lpal;
- } else if (g->flags & 0x80) {
- for (i=0; i < 256; ++i) // @OPTIMIZE: stbi__jpeg_reset only the previous transparent
- g->pal[i][3] = 255;
- if (g->transparent >= 0 && (g->eflags & 0x01))
- g->pal[g->transparent][3] = 0;
- g->color_table = (stbi_uc *) g->pal;
- } else
- return stbi__errpuc("missing color table", "Corrupt GIF");
-
- o = stbi__process_gif_raster(s, g);
- if (o == NULL) return NULL;
-
- if (req_comp && req_comp != 4)
- o = stbi__convert_format(o, 4, req_comp, g->w, g->h);
- return o;
- }
-
- case 0x21: // Comment Extension.
- {
- int len;
- if (stbi__get8(s) == 0xF9) { // Graphic Control Extension.
- len = stbi__get8(s);
- if (len == 4) {
- g->eflags = stbi__get8(s);
- stbi__get16le(s); // delay
- g->transparent = stbi__get8(s);
- } else {
- stbi__skip(s, len);
- break;
- }
- }
- while ((len = stbi__get8(s)) != 0)
- stbi__skip(s, len);
- break;
- }
-
- case 0x3B: // gif stream termination code
- return (stbi_uc *) s; // using '1' causes warning on some compilers
-
- default:
- return stbi__errpuc("unknown code", "Corrupt GIF");
- }
- }
-}
-
-static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi_uc *u = 0;
- stbi__gif g;
- memset(&g, 0, sizeof(g));
-
- u = stbi__gif_load_next(s, &g, comp, req_comp);
- if (u == (stbi_uc *) s) u = 0; // end of animated gif marker
- if (u) {
- *x = g.w;
- *y = g.h;
- }
-
- return u;
-}
-
-static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp)
-{
- return stbi__gif_info_raw(s,x,y,comp);
-}
-
-
-// *************************************************************************************************
-// Radiance RGBE HDR loader
-// originally by Nicolas Schulz
-#ifndef STBI_NO_HDR
-static int stbi__hdr_test_core(stbi__context *s)
-{
- const char *signature = "#?RADIANCE\n";
- int i;
- for (i=0; signature[i]; ++i)
- if (stbi__get8(s) != signature[i])
- return 0;
- return 1;
-}
-
-static int stbi__hdr_test(stbi__context* s)
-{
- int r = stbi__hdr_test_core(s);
- stbi__rewind(s);
- return r;
-}
-
-#define STBI__HDR_BUFLEN 1024
-static char *stbi__hdr_gettoken(stbi__context *z, char *buffer)
-{
- int len=0;
- char c = '\0';
-
- c = (char) stbi__get8(z);
-
- while (!stbi__at_eof(z) && c != '\n') {
- buffer[len++] = c;
- if (len == STBI__HDR_BUFLEN-1) {
- // flush to end of line
- while (!stbi__at_eof(z) && stbi__get8(z) != '\n')
- ;
- break;
- }
- c = (char) stbi__get8(z);
- }
-
- buffer[len] = 0;
- return buffer;
-}
-
-static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp)
-{
- if ( input[3] != 0 ) {
- float f1;
- // Exponent
- f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8));
- if (req_comp <= 2)
- output[0] = (input[0] + input[1] + input[2]) * f1 / 3;
- else {
- output[0] = input[0] * f1;
- output[1] = input[1] * f1;
- output[2] = input[2] * f1;
- }
- if (req_comp == 2) output[1] = 1;
- if (req_comp == 4) output[3] = 1;
- } else {
- switch (req_comp) {
- case 4: output[3] = 1; /* fallthrough */
- case 3: output[0] = output[1] = output[2] = 0;
- break;
- case 2: output[1] = 1; /* fallthrough */
- case 1: output[0] = 0;
- break;
- }
- }
-}
-
-static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- char buffer[STBI__HDR_BUFLEN];
- char *token;
- int valid = 0;
- int width, height;
- stbi_uc *scanline;
- float *hdr_data;
- int len;
- unsigned char count, value;
- int i, j, k, c1,c2, z;
-
-
- // Check identifier
- if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0)
- return stbi__errpf("not HDR", "Corrupt HDR image");
-
- // Parse header
- for(;;) {
- token = stbi__hdr_gettoken(s,buffer);
- if (token[0] == 0) break;
- if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
- }
-
- if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format");
-
- // Parse width and height
- // can't use sscanf() if we're not using stdio!
- token = stbi__hdr_gettoken(s,buffer);
- if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
- token += 3;
- height = (int) strtol(token, &token, 10);
- while (*token == ' ') ++token;
- if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
- token += 3;
- width = (int) strtol(token, NULL, 10);
-
- *x = width;
- *y = height;
-
- if (comp) *comp = 3;
- if (req_comp == 0) req_comp = 3;
-
- // Read data
- hdr_data = (float *) stbi__malloc(height * width * req_comp * sizeof(float));
-
- // Load image data
- // image data is stored as some number of sca
- if ( width < 8 || width >= 32768) {
- // Read flat data
- for (j=0; j < height; ++j) {
- for (i=0; i < width; ++i) {
- stbi_uc rgbe[4];
- main_decode_loop:
- stbi__getn(s, rgbe, 4);
- stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);
- }
- }
- } else {
- // Read RLE-encoded data
- scanline = NULL;
-
- for (j = 0; j < height; ++j) {
- c1 = stbi__get8(s);
- c2 = stbi__get8(s);
- len = stbi__get8(s);
- if (c1 != 2 || c2 != 2 || (len & 0x80)) {
- // not run-length encoded, so we have to actually use THIS data as a decoded
- // pixel (note this can't be a valid pixel--one of RGB must be >= 128)
- stbi_uc rgbe[4];
- rgbe[0] = (stbi_uc) c1;
- rgbe[1] = (stbi_uc) c2;
- rgbe[2] = (stbi_uc) len;
- rgbe[3] = (stbi_uc) stbi__get8(s);
- stbi__hdr_convert(hdr_data, rgbe, req_comp);
- i = 1;
- j = 0;
- free(scanline);
- goto main_decode_loop; // yes, this makes no sense
- }
- len <<= 8;
- len |= stbi__get8(s);
- if (len != width) { free(hdr_data); free(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); }
- if (scanline == NULL) scanline = (stbi_uc *) stbi__malloc(width * 4);
-
- for (k = 0; k < 4; ++k) {
- i = 0;
- while (i < width) {
- count = stbi__get8(s);
- if (count > 128) {
- // Run
- value = stbi__get8(s);
- count -= 128;
- for (z = 0; z < count; ++z)
- scanline[i++ * 4 + k] = value;
- } else {
- // Dump
- for (z = 0; z < count; ++z)
- scanline[i++ * 4 + k] = stbi__get8(s);
- }
- }
- }
- for (i=0; i < width; ++i)
- stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp);
- }
- free(scanline);
- }
-
- return hdr_data;
-}
-
-static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp)
-{
- char buffer[STBI__HDR_BUFLEN];
- char *token;
- int valid = 0;
-
- if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0) {
- stbi__rewind( s );
- return 0;
- }
-
- for(;;) {
- token = stbi__hdr_gettoken(s,buffer);
- if (token[0] == 0) break;
- if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
- }
-
- if (!valid) {
- stbi__rewind( s );
- return 0;
- }
- token = stbi__hdr_gettoken(s,buffer);
- if (strncmp(token, "-Y ", 3)) {
- stbi__rewind( s );
- return 0;
- }
- token += 3;
- *y = (int) strtol(token, &token, 10);
- while (*token == ' ') ++token;
- if (strncmp(token, "+X ", 3)) {
- stbi__rewind( s );
- return 0;
- }
- token += 3;
- *x = (int) strtol(token, NULL, 10);
- *comp = 3;
- return 1;
-}
-#endif // STBI_NO_HDR
-
-static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int hsz;
- if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') {
- stbi__rewind( s );
- return 0;
- }
- stbi__skip(s,12);
- hsz = stbi__get32le(s);
- if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) {
- stbi__rewind( s );
- return 0;
- }
- if (hsz == 12) {
- *x = stbi__get16le(s);
- *y = stbi__get16le(s);
- } else {
- *x = stbi__get32le(s);
- *y = stbi__get32le(s);
- }
- if (stbi__get16le(s) != 1) {
- stbi__rewind( s );
- return 0;
- }
- *comp = stbi__get16le(s) / 8;
- return 1;
-}
-
-static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int channelCount;
- if (stbi__get32be(s) != 0x38425053) {
- stbi__rewind( s );
- return 0;
- }
- if (stbi__get16be(s) != 1) {
- stbi__rewind( s );
- return 0;
- }
- stbi__skip(s, 6);
- channelCount = stbi__get16be(s);
- if (channelCount < 0 || channelCount > 16) {
- stbi__rewind( s );
- return 0;
- }
- *y = stbi__get32be(s);
- *x = stbi__get32be(s);
- if (stbi__get16be(s) != 8) {
- stbi__rewind( s );
- return 0;
- }
- if (stbi__get16be(s) != 3) {
- stbi__rewind( s );
- return 0;
- }
- *comp = 4;
- return 1;
-}
-
-static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int act_comp=0,num_packets=0,chained;
- stbi__pic_packet packets[10];
-
- stbi__skip(s, 92);
-
- *x = stbi__get16be(s);
- *y = stbi__get16be(s);
- if (stbi__at_eof(s)) return 0;
- if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) {
- stbi__rewind( s );
- return 0;
- }
-
- stbi__skip(s, 8);
-
- do {
- stbi__pic_packet *packet;
-
- if (num_packets==sizeof(packets)/sizeof(packets[0]))
- return 0;
-
- packet = &packets[num_packets++];
- chained = stbi__get8(s);
- packet->size = stbi__get8(s);
- packet->type = stbi__get8(s);
- packet->channel = stbi__get8(s);
- act_comp |= packet->channel;
-
- if (stbi__at_eof(s)) {
- stbi__rewind( s );
- return 0;
- }
- if (packet->size != 8) {
- stbi__rewind( s );
- return 0;
- }
- } while (chained);
-
- *comp = (act_comp & 0x10 ? 4 : 3);
-
- return 1;
-}
-
-static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp)
-{
- if (stbi__jpeg_info(s, x, y, comp))
- return 1;
- if (stbi__png_info(s, x, y, comp))
- return 1;
- if (stbi__gif_info(s, x, y, comp))
- return 1;
- if (stbi__bmp_info(s, x, y, comp))
- return 1;
- if (stbi__psd_info(s, x, y, comp))
- return 1;
- if (stbi__pic_info(s, x, y, comp))
- return 1;
- #ifndef STBI_NO_HDR
- if (stbi__hdr_info(s, x, y, comp))
- return 1;
- #endif
- // test tga last because it's a crappy test!
- if (stbi__tga_info(s, x, y, comp))
- return 1;
- return stbi__err("unknown image type", "Image not of any known type, or corrupt");
-}
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp)
-{
- FILE *f = stbi__fopen(filename, "rb");
- int result;
- if (!f) return stbi__err("can't fopen", "Unable to open file");
- result = stbi_info_from_file(f, x, y, comp);
- fclose(f);
- return result;
-}
-
-STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp)
-{
- int r;
- stbi__context s;
- long pos = ftell(f);
- stbi__start_file(&s, f);
- r = stbi__info_main(&s,x,y,comp);
- fseek(f,pos,SEEK_SET);
- return r;
-}
-#endif // !STBI_NO_STDIO
-
-STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi__info_main(&s,x,y,comp);
-}
-
-STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user);
- return stbi__info_main(&s,x,y,comp);
-}
-
-#endif // STB_IMAGE_IMPLEMENTATION
-
-/*
- revision history:
- 1.46 (2014-08-26)
- fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG
- 1.45 (2014-08-16)
- fix MSVC-ARM internal compiler error by wrapping malloc
- 1.44 (2014-08-07)
- various warning fixes from Ronny Chevalier
- 1.43 (2014-07-15)
- fix MSVC-only compiler problem in code changed in 1.42
- 1.42 (2014-07-09)
- don't define _CRT_SECURE_NO_WARNINGS (affects user code)
- fixes to stbi__cleanup_jpeg path
- added STBI_ASSERT to avoid requiring assert.h
- 1.41 (2014-06-25)
- fix search&replace from 1.36 that messed up comments/error messages
- 1.40 (2014-06-22)
- fix gcc struct-initialization warning
- 1.39 (2014-06-15)
- fix to TGA optimization when req_comp != number of components in TGA;
- fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)
- add support for BMP version 5 (more ignored fields)
- 1.38 (2014-06-06)
- suppress MSVC warnings on integer casts truncating values
- fix accidental rename of 'skip' field of I/O
- 1.37 (2014-06-04)
- remove duplicate typedef
- 1.36 (2014-06-03)
- convert to header file single-file library
- if de-iphone isn't set, load iphone images color-swapped instead of returning NULL
- 1.35 (2014-05-27)
- various warnings
- fix broken STBI_SIMD path
- fix bug where stbi_load_from_file no longer left file pointer in correct place
- fix broken non-easy path for 32-bit BMP (possibly never used)
- TGA optimization by Arseny Kapoulkine
- 1.34 (unknown)
- use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case
- 1.33 (2011-07-14)
- make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements
- 1.32 (2011-07-13)
- support for "info" function for all supported filetypes (SpartanJ)
- 1.31 (2011-06-20)
- a few more leak fixes, bug in PNG handling (SpartanJ)
- 1.30 (2011-06-11)
- added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)
- removed deprecated format-specific test/load functions
- removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway
- error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)
- fix inefficiency in decoding 32-bit BMP (David Woo)
- 1.29 (2010-08-16)
- various warning fixes from Aurelien Pocheville
- 1.28 (2010-08-01)
- fix bug in GIF palette transparency (SpartanJ)
- 1.27 (2010-08-01)
- cast-to-stbi_uc to fix warnings
- 1.26 (2010-07-24)
- fix bug in file buffering for PNG reported by SpartanJ
- 1.25 (2010-07-17)
- refix trans_data warning (Won Chun)
- 1.24 (2010-07-12)
- perf improvements reading from files on platforms with lock-heavy fgetc()
- minor perf improvements for jpeg
- deprecated type-specific functions so we'll get feedback if they're needed
- attempt to fix trans_data warning (Won Chun)
- 1.23 fixed bug in iPhone support
- 1.22 (2010-07-10)
- removed image *writing* support
- stbi_info support from Jetro Lauha
- GIF support from Jean-Marc Lienher
- iPhone PNG-extensions from James Brown
- warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)
- 1.21 fix use of 'stbi_uc' in header (reported by jon blow)
- 1.20 added support for Softimage PIC, by Tom Seddon
- 1.19 bug in interlaced PNG corruption check (found by ryg)
- 1.18 2008-08-02
- fix a threading bug (local mutable static)
- 1.17 support interlaced PNG
- 1.16 major bugfix - stbi__convert_format converted one too many pixels
- 1.15 initialize some fields for thread safety
- 1.14 fix threadsafe conversion bug
- header-file-only version (#define STBI_HEADER_FILE_ONLY before including)
- 1.13 threadsafe
- 1.12 const qualifiers in the API
- 1.11 Support installable IDCT, colorspace conversion routines
- 1.10 Fixes for 64-bit (don't use "unsigned long")
- optimized upsampling by Fabian "ryg" Giesen
- 1.09 Fix format-conversion for PSD code (bad global variables!)
- 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz
- 1.07 attempt to fix C++ warning/errors again
- 1.06 attempt to fix C++ warning/errors again
- 1.05 fix TGA loading to return correct *comp and use good luminance calc
- 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free
- 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR
- 1.02 support for (subset of) HDR files, float interface for preferred access to them
- 1.01 fix bug: possible bug in handling right-side up bmps... not sure
- fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all
- 1.00 interface to zlib that skips zlib header
- 0.99 correct handling of alpha in palette
- 0.98 TGA loader by lonesock; dynamically add loaders (untested)
- 0.97 jpeg errors on too large a file; also catch another malloc failure
- 0.96 fix detection of invalid v value - particleman@mollyrocket forum
- 0.95 during header scan, seek to markers in case of padding
- 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same
- 0.93 handle jpegtran output; verbose errors
- 0.92 read 4,8,16,24,32-bit BMP files of several formats
- 0.91 output 24-bit Windows 3.0 BMP files
- 0.90 fix a few more warnings; bump version number to approach 1.0
- 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd
- 0.60 fix compiling as c++
- 0.59 fix warnings: merge Dave Moore's -Wall fixes
- 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian
- 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available
- 0.56 fix bug: zlib uncompressed mode len vs. nlen
- 0.55 fix bug: restart_interval not initialized to 0
- 0.54 allow NULL for 'int *comp'
- 0.53 fix bug in png 3->4; speedup png decoding
- 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments
- 0.51 obey req_comp requests, 1-component jpegs return as 1-component,
- on 'test' only check type, not whether we support this variant
- 0.50 first released version
-*/
diff --git a/examples/shared/README.txt b/examples/shared/README.txt
new file mode 100644
index 0000000..b2b431a
--- /dev/null
+++ b/examples/shared/README.txt
@@ -0,0 +1,3 @@
+stb_image.h is used to load the PNG texture data by
+ opengl_example
+ directx11_example
diff --git a/.gitignore b/.gitignore
index 94f4ef0..cc09676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,10 +1,19 @@
## Visual Studio files
+examples/Debug/*
+examples/Release/*
+examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
+examples/directx11_example/Debug/*
+examples/directx11_example/Release/*
+examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
+examples/opengl3_example/Debug/*
+examples/opengl3_example/Release/*
+examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..cb1aba2
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,17 @@
+language: cpp
+
+os:
+ - linux
+
+compiler:
+ - gcc
+ - clang
+
+before_install:
+ - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
+ - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
+
+script:
+ - make -C examples/opengl_example
+ - make -C examples/opengl3_example
+
diff --git a/README.md b/README.md
index 9774ccd..a117118 100644
--- a/README.md
+++ b/README.md
@@ -1,13 +1,21 @@
ImGui
=====
+[](https://travis-ci.org/ocornut/imgui)
-ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
+ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
-After ImGui is setup in your engine, you can use it like in this example:
+ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
+
+ - imgui.cpp
+ - imgui.h
+ - imconfig.h (empty by default, user-editable)
+ - stb_textedit.h
+
+Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:

@@ -39,9 +47,13 @@
Frequently Asked Question
-------------------------
+Where are samples?
+
+The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
+
How do you use ImGui on a platform that may not have a mouse or keyboard?
-I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
+I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I integrated ImGui in my engine and the text or lines are blurry..
@@ -75,26 +87,33 @@
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
-Support
--------
-
-Can you develop features xxxx for ImGui?
-
-Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
+Donate
+------
Can I donate to support the development of ImGui?
-If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
+Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
-Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
+Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
+Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
-Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
+Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
+
+ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
+
+Special supporters
+- Jetha Chan
+
+Supporters
+- Michel Courtine
+
+And other supporters; thanks!
License
-------
diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
new file mode 100644
index 0000000..0611420
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -0,0 +1,81 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {9F316E83-5AE5-4939-A723-305A94F48005}
+ directx11_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
new file mode 100644
index 0000000..8fc7b4d
--- /dev/null
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -0,0 +1,33 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
new file mode 100644
index 0000000..252b8b6
--- /dev/null
+++ b/examples/directx11_example/main.cpp
@@ -0,0 +1,606 @@
+// ImGui - standalone example application for DirectX 11
+
+#include
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // for .png loading
+#include "../../imgui.h"
+
+// DirectX 11
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
+
+static HWND hWnd;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView;
+
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ unsigned int col;
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+ CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst->col = vtx_src->col;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+ return;
+
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Setup viewport
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+ g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+ g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+ g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+ sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ // Create the render target
+ {
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+ }
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(c0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return E_FAIL;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return E_FAIL;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = texture0.Sample(sampler0, input.uv);\
+ return input.col * out_col;\
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return E_FAIL;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return E_FAIL;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
+ }
+
+ return S_OK;
+}
+
+void CleanupDevice()
+{
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
+
+ // InitImGui
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (g_pFontTextureView) g_pFontTextureView->Release();
+ if (g_pVB) g_pVB->Release();
+
+ // InitDeviceD3D
+ if (g_blendState) g_blendState->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+ if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+ if (g_pInputLayout) g_pInputLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+ if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ case WM_DESTROY:
+ CleanupDevice();
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+void InitImGui()
+{
+ RECT rect;
+ GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ }
+
+ // Load font texture
+ // Default font (embedded in code)
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ IM_ASSERT(tex_data != NULL);
+
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = tex_x;
+ desc.Height = tex_y;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = tex_data;
+ subResource.SysMemPitch = tex_x * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+INT64 ticks_per_second = 0;
+INT64 last_time = 0;
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
+
+ // Setup inputs
+ // (we already got mouse position, buttons, wheel from the window message callback)
+ BYTE keystate[256];
+ GetKeyboardState(keystate);
+ for (int i = 0; i < 256; i++)
+ io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+ io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+ io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+ // io.MousePos : filled by WM_MOUSEMOVE event
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
+ RegisterClassEx(&wc);
+
+ // Create the application's window
+ hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+ return 1;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
+ return 1;
+
+ // Initialize Direct3D
+ if (InitDeviceD3D(hWnd) < 0)
+ {
+ CleanupDevice();
+ UnregisterClass("ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hWnd, SW_SHOWDEFAULT);
+ UpdateWindow(hWnd);
+
+ InitImGui();
+
+ // Enter the message loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+ g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui::Shutdown();
+ UnregisterClass("ImGui Example", wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/directx9_example/directx9_example.sln b/examples/directx9_example/directx9_example.sln
deleted file mode 100644
index facadec..0000000
--- a/examples/directx9_example/directx9_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
- {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index df28831..5609b75 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -46,7 +46,7 @@
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -64,7 +64,7 @@
true
true
$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)
- d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib
+ d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)
@@ -78,9 +78,6 @@
-
-
-
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index e400dde..f39e158 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -1,13 +1,13 @@
-
- {ac86c4ce-1d96-47a9-9ace-f8970c3bd485}
-
{4FC737F1-C7A5-4376-A066-2A32D752A2FF}
cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
@@ -28,9 +28,4 @@
imgui
-
-
- imgui
-
-
\ No newline at end of file
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 16141de..fe4f15d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,23 +1,25 @@
+// ImGui - standalone example application for DirectX 9
+
#include
-#include
-#include
+#include "../../imgui.h"
+
+// DirectX 9
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-static HWND hWnd;
+static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
- D3DXVECTOR3 position;
- D3DCOLOR color;
- float tu, tv;
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@@ -43,12 +45,12 @@
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
- vtx_dst->position.x = vtx_src->pos.x;
- vtx_dst->position.y = vtx_src->pos.y;
- vtx_dst->position.z = 0.0f;
- vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->tu = vtx_src->uv.x;
- vtx_dst->tv = vtx_src->uv.y;
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@@ -92,9 +94,9 @@
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@@ -103,7 +105,7 @@
}
}
-HRESULT InitD3D(HWND hWnd)
+HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@@ -124,19 +126,18 @@
return S_OK;
}
-void Cleanup()
+void CleanupDevice()
{
- if (g_pTexture != NULL)
- g_pTexture->Release();
+ // InitImGui
+ if (g_pVB) g_pVB->Release();
- if (g_pd3dDevice != NULL)
- g_pd3dDevice->Release();
-
- if (g_pD3D != NULL)
- g_pD3D->Release();
+ // InitDeviceD3D
+ if (g_pTexture) g_pTexture->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (g_pD3D) g_pD3D->Release();
}
-LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@@ -154,8 +155,7 @@
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
- // Mouse wheel: -1,0,+1
- io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@@ -168,36 +168,25 @@
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
- Cleanup();
+ CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- if (HIMC himc = ImmGetContext(hWnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@@ -216,7 +205,6 @@
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@@ -237,17 +225,17 @@
}
INT64 ticks_per_second = 0;
-INT64 time = 0;
+INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - time) / ticks_per_second;
- time = current_time;
+ io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
+ last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@@ -268,7 +256,7 @@
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@@ -276,14 +264,13 @@
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
- if (InitD3D(hWnd) < 0)
+ if (InitDeviceD3D(hWnd) < 0)
{
- if (g_pVB)
- g_pVB->Release();
+ CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@@ -320,7 +307,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -343,7 +330,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -362,9 +349,6 @@
ImGui::Shutdown();
- if (g_pVB)
- g_pVB->Release();
-
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
new file mode 100644
index 0000000..1ff2052
--- /dev/null
+++ b/examples/imgui_examples_msvc2010.sln
@@ -0,0 +1,38 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile
new file mode 100644
index 0000000..ae08a23
--- /dev/null
+++ b/examples/opengl3_example/Makefile
@@ -0,0 +1,52 @@
+#
+# Cross Platform Make file
+#
+# Compatible with Ubuntu 14.04.1 and Mac OS X
+#
+#
+# if you using Mac OS X:
+# You should install glew via homebrew
+# brew install glew
+# Also you'll need glfw
+# http://www.glfw.org
+#
+
+#CXX = g++
+
+OBJS = main.o
+OBJS += ../../imgui.o
+
+UNAME_S := $(shell uname -s)
+
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
+ LIBS = `pkg-config --static --libs glfw3` -lGLEW
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+
+ LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
+ LIBS += -lglew -lglfw3
+
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
+# CXXFLAGS += -D__APPLE__
+endif
+
+.cpp.o:
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all:imgui_example
+ @echo Build complete for $(ECHO_MESSAGE)
+
+imgui_example:$(OBJS)
+ $(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm $(OBJS)
+
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
new file mode 100644
index 0000000..6617b4c
--- /dev/null
+++ b/examples/opengl3_example/main.cpp
@@ -0,0 +1,388 @@
+// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#endif
+
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
+#define GLEW_STATIC
+#include
+#include
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+
+static GLFWwindow* window;
+static GLuint fontTex;
+static bool mousePressed[2] = { false, false };
+
+// Shader variables
+static int shader_handle, vert_handle, frag_handle;
+static int texture_location, ortho_location;
+static int position_location, uv_location, colour_location;
+static size_t vbo_max_size = 20000;
+static unsigned int vbo_handle, vao_handle;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ // Setup texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(shader_handle);
+ glUniform1i(texture_location, 0);
+ glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > vbo_max_size)
+ {
+ vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImImpl_GetClipboardTextFn()
+{
+ return glfwGetClipboardString(window);
+}
+
+static void ImImpl_SetClipboardTextFn(const char* text)
+{
+ glfwSetClipboardString(window, text);
+}
+
+// GLFW callbacks to get events
+static void glfw_error_callback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 2)
+ mousePressed[button] = true;
+}
+
+static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+ if (c > 0 && c < 0x10000)
+ ImGui::GetIO().AddInputCharacter((unsigned short)c);
+}
+
+// OpenGL code based on http://open.gl tutorials
+void InitGL()
+{
+ glfwSetErrorCallback(glfw_error_callback);
+
+ if (!glfwInit())
+ exit(1);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+ window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
+ glfwMakeContextCurrent(window);
+ glfwSetKeyCallback(window, glfw_key_callback);
+ glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
+ glfwSetScrollCallback(window, glfw_scroll_callback);
+ glfwSetCharCallback(window, glfw_char_callback);
+
+ glewExperimental = GL_TRUE;
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err)
+ fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ortho;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Colour;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Colour;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Colour = Colour;\n"
+ " gl_Position = ortho*vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Colour;\n"
+ "out vec4 FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ shader_handle = glCreateProgram();
+ vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(vert_handle);
+ glCompileShader(frag_handle);
+ glAttachShader(shader_handle, vert_handle);
+ glAttachShader(shader_handle, frag_handle);
+ glLinkProgram(shader_handle);
+
+ texture_location = glGetUniformLocation(shader_handle, "Texture");
+ ortho_location = glGetUniformLocation(shader_handle, "ortho");
+ position_location = glGetAttribLocation(shader_handle, "Position");
+ uv_location = glGetAttribLocation(shader_handle, "UV");
+ colour_location = glGetAttribLocation(shader_handle, "Colour");
+
+ glGenBuffers(1, &vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
+ glEnableVertexAttribArray(position_location);
+ glEnableVertexAttribArray(uv_location);
+ glEnableVertexAttribArray(colour_location);
+
+ glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void InitImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+ io.PixelCenterOffset = 0.5f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImImpl_RenderDrawLists;
+ io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
+ io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
+
+ // Load font texture
+ glGenTextures(1, &fontTex);
+ glBindTexture(GL_TEXTURE_2D, fontTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ int tex_x, tex_y, tex_comp;
+ void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
+ stbi_image_free(tex_data);
+}
+
+void UpdateImGui()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
+ static double time = 0.0f;
+ const double current_time = glfwGetTime();
+ io.DeltaTime = (float)(current_time - time);
+ time = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+// Application code
+int main(int argc, char** argv)
+{
+ InitGL();
+ InitImGui();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheel = 0;
+ mousePressed[0] = mousePressed[1] = false;
+ glfwPollEvents();
+ UpdateImGui();
+
+ static bool show_test_window = true;
+ static bool show_another_window = false;
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ show_test_window ^= ImGui::Button("Test Window");
+ show_another_window ^= ImGui::Button("Another Window");
+
+ // Calculate and show frame rate
+ static float ms_per_frame[120] = { 0 };
+ static int ms_per_frame_idx = 0;
+ static float ms_per_frame_accum = 0.0f;
+ ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+ ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+ ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+ ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+ const float ms_per_frame_avg = ms_per_frame_accum / 120;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui::Render();
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
+ if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
+ glDetachShader(shader_handle, vert_handle);
+ glDetachShader(shader_handle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+ glDeleteProgram(shader_handle);
+
+ ImGui::Shutdown();
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
new file mode 100644
index 0000000..657b9e1
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -0,0 +1,82 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+
+ {4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}
+ opengl3_example
+
+
+
+ Application
+ true
+ MultiByte
+
+
+ Application
+ false
+ true
+ MultiByte
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ Disabled
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+ Level3
+ MaxSpeed
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ $(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
+ NotSet
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
new file mode 100644
index 0000000..f5668ce
--- /dev/null
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -0,0 +1,31 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/opengl_example/Makefile b/examples/opengl_example/Makefile
index 027fc15..ae08a23 100644
--- a/examples/opengl_example/Makefile
+++ b/examples/opengl_example/Makefile
@@ -11,7 +11,7 @@
# http://www.glfw.org
#
-CXX = g++
+#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@@ -22,6 +22,7 @@
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
+ CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@@ -32,11 +33,9 @@
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
- CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
- CXXFLAGS += -I../../
-
+ CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
+ CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
-
endif
.cpp.o:
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index ff46b53..34dd1da 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -1,26 +1,22 @@
+// ImGui - standalone example application for OpenGL 2, using fixed pipeline
+
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#include
-#include
#endif
-#define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h" // for .png loading
-#include "../../imgui.h"
-// glew & glfw
+#include "../../imgui.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h" // stb_image.h for PNG loading
+
+// Glfw/Glew
#define GLEW_STATIC
#include
#include
-#ifdef _MSC_VER
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include
-#endif
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
-static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@@ -64,24 +60,24 @@
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
+
+ // Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
-
- // Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@@ -100,22 +96,6 @@
glfwSetClipboardString(window, text);
}
-#ifdef _MSC_VER
-// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
-static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
-{
- HWND hwnd = glfwGetWin32Window(window);
- if (HIMC himc = ImmGetContext(hwnd))
- {
- COMPOSITIONFORM cf;
- cf.ptCurrentPos.x = x;
- cf.ptCurrentPos.y = y;
- cf.dwStyle = CFS_FORCE_POSITION;
- ImmSetCompositionWindow(himc, &cf);
- }
-}
-#endif
-
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
@@ -131,7 +111,7 @@
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines.
+ io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -159,7 +139,6 @@
if (!glfwInit())
exit(1);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@@ -172,18 +151,10 @@
void InitImGui()
{
- int w, h;
- int fb_w, fb_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &fb_w, &fb_h);
- mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
- mousePosScale.y = (float)fb_h / h;
-
ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.PixelCenterOffset = 0.0f; // Align OpenGL texels
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
+ io.PixelCenterOffset = 0.0f; // Align OpenGL texels
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@@ -204,9 +175,6 @@
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
- io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
-#endif
// Load font texture
glGenTextures(1, &fontTex);
@@ -250,7 +218,14 @@
{
ImGuiIO& io = ImGui::GetIO();
- // Setup timestep
+ // Setup resolution (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+
+ // Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
@@ -260,7 +235,9 @@
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
@@ -278,7 +255,6 @@
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
- io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
@@ -294,7 +270,7 @@
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
- // Calculate and show framerate
+ // Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@@ -317,7 +293,7 @@
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
- ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@@ -329,7 +305,9 @@
glfwSwapBuffers(window);
}
+ // Cleanup
ImGui::Shutdown();
glfwTerminate();
+
return 0;
}
diff --git a/examples/opengl_example/opengl_example.sln b/examples/opengl_example/opengl_example.sln
deleted file mode 100644
index b4905b1..0000000
--- a/examples/opengl_example/opengl_example.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
- {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/examples/opengl_example/opengl_example.vcxproj b/examples/opengl_example/opengl_example.vcxproj
index 0ff40ca..8c1898d 100644
--- a/examples/opengl_example/opengl_example.vcxproj
+++ b/examples/opengl_example/opengl_example.vcxproj
@@ -41,11 +41,11 @@
Level3
Disabled
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -56,13 +56,13 @@
MaxSpeed
true
true
- $(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)
+ $(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)
true
true
true
- $(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
+ $(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)
opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)
NotSet
@@ -75,10 +75,7 @@
-
-
-
-
+
diff --git a/examples/opengl_example/opengl_example.vcxproj.filters b/examples/opengl_example/opengl_example.vcxproj.filters
index 4f657bf..69a481e 100644
--- a/examples/opengl_example/opengl_example.vcxproj.filters
+++ b/examples/opengl_example/opengl_example.vcxproj.filters
@@ -18,9 +18,6 @@
-
- sources
-
imgui
@@ -30,10 +27,8 @@
imgui
-
-
-
- imgui
-
+
+ sources
+
\ No newline at end of file
diff --git a/examples/opengl_example/stb_image.h b/examples/opengl_example/stb_image.h
deleted file mode 100644
index 5ab9c58..0000000
--- a/examples/opengl_example/stb_image.h
+++ /dev/null
@@ -1,4744 +0,0 @@
-/* stb_image - v1.46 - public domain JPEG/PNG reader - http://nothings.org/stb_image.c
- when you control the images you're loading
- no warranty implied; use at your own risk
-
- Do this:
- #define STB_IMAGE_IMPLEMENTATION
- before you include this file in *one* C or C++ file to create the implementation.
-
- #define STBI_ASSERT(x) to avoid using assert.h.
-
- QUICK NOTES:
- Primarily of interest to game developers and other people who can
- avoid problematic images and only need the trivial interface
-
- JPEG baseline (no JPEG progressive)
- PNG 1/2/4/8-bit-per-channel (16 bpc not supported)
-
- TGA (not sure what subset, if a subset)
- BMP non-1bpp, non-RLE
- PSD (composited view only, no extra channels)
-
- GIF (*comp always reports as 4-channel)
- HDR (radiance rgbE format)
- PIC (Softimage PIC)
-
- - decode from memory or through FILE (define STBI_NO_STDIO to remove code)
- - decode from arbitrary I/O callbacks
- - overridable dequantizing-IDCT, YCbCr-to-RGB conversion (define STBI_SIMD)
-
- Latest revisions:
- 1.xx (2014-09-26) 1/2/4-bit PNG support (both grayscale and paletted)
- 1.46 (2014-08-26) fix broken tRNS chunk in non-paletted PNG
- 1.45 (2014-08-16) workaround MSVC-ARM internal compiler error by wrapping malloc
- 1.44 (2014-08-07) warnings
- 1.43 (2014-07-15) fix MSVC-only bug in 1.42
- 1.42 (2014-07-09) no _CRT_SECURE_NO_WARNINGS; error-path fixes; STBI_ASSERT
- 1.41 (2014-06-25) fix search&replace that messed up comments/error messages
- 1.40 (2014-06-22) gcc warning
- 1.39 (2014-06-15) TGA optimization bugfix, multiple BMP fixes
- 1.38 (2014-06-06) suppress MSVC run-time warnings, fix accidental rename of 'skip'
- 1.37 (2014-06-04) remove duplicate typedef
- 1.36 (2014-06-03) converted to header file, allow reading incorrect iphoned-images without iphone flag
- 1.35 (2014-05-27) warnings, bugfixes, TGA optimization, etc
-
- See end of file for full revision history.
-
- TODO:
- stbi_info support for BMP,PSD,HDR,PIC
-
-
- ============================ Contributors =========================
-
- Image formats Bug fixes & warning fixes
- Sean Barrett (jpeg, png, bmp) Marc LeBlanc
- Nicolas Schulz (hdr, psd) Christpher Lloyd
- Jonathan Dummer (tga) Dave Moore
- Jean-Marc Lienher (gif) Won Chun
- Tom Seddon (pic) the Horde3D community
- Thatcher Ulrich (psd) Janez Zemva
- Jonathan Blow
- Laurent Gomila
- Extensions, features Aruelien Pocheville
- Jetro Lauha (stbi_info) Ryamond Barbiero
- James "moose2000" Brown (iPhone PNG) David Woo
- Ben "Disch" Wenger (io callbacks) Roy Eltham
- Martin "SpartanJ" Golini Luke Graham
- Omar Cornut (1/2/4-bit png) Thomas Ruf
- John Bartholomew
- Optimizations & bugfixes Ken Hamada
- Fabian "ryg" Giesen Cort Stratton
- Arseny Kapoulkine Blazej Dariusz Roszkowski
- Thibault Reuille
- Paul Du Bois
- Guillaume George
- Jerry Jansson
- If your name should be here but Hayaki Saito
- isn't, let Sean know. Johan Duparc
- Ronny Chevalier
- Michal Cichon
-*/
-
-#ifndef STBI_INCLUDE_STB_IMAGE_H
-#define STBI_INCLUDE_STB_IMAGE_H
-
-// Limitations:
-// - no jpeg progressive support
-// - non-HDR formats support 8-bit samples only (jpeg, png)
-// - no delayed line count (jpeg) -- IJG doesn't support either
-// - no 1-bit BMP
-// - GIF always returns *comp=4
-//
-// Basic usage (see HDR discussion below):
-// int x,y,n;
-// unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
-// // ... process data if not NULL ...
-// // ... x = width, y = height, n = # 8-bit components per pixel ...
-// // ... replace '0' with '1'..'4' to force that many components per pixel
-// // ... but 'n' will always be the number that it would have been if you said 0
-// stbi_image_free(data)
-//
-// Standard parameters:
-// int *x -- outputs image width in pixels
-// int *y -- outputs image height in pixels
-// int *comp -- outputs # of image components in image file
-// int req_comp -- if non-zero, # of image components requested in result
-//
-// The return value from an image loader is an 'unsigned char *' which points
-// to the pixel data. The pixel data consists of *y scanlines of *x pixels,
-// with each pixel consisting of N interleaved 8-bit components; the first
-// pixel pointed to is top-left-most in the image. There is no padding between
-// image scanlines or between pixels, regardless of format. The number of
-// components N is 'req_comp' if req_comp is non-zero, or *comp otherwise.
-// If req_comp is non-zero, *comp has the number of components that _would_
-// have been output otherwise. E.g. if you set req_comp to 4, you will always
-// get RGBA output, but you can check *comp to easily see if it's opaque.
-//
-// An output image with N components has the following components interleaved
-// in this order in each pixel:
-//
-// N=#comp components
-// 1 grey
-// 2 grey, alpha
-// 3 red, green, blue
-// 4 red, green, blue, alpha
-//
-// If image loading fails for any reason, the return value will be NULL,
-// and *x, *y, *comp will be unchanged. The function stbi_failure_reason()
-// can be queried for an extremely brief, end-user unfriendly explanation
-// of why the load failed. Define STBI_NO_FAILURE_STRINGS to avoid
-// compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly
-// more user-friendly ones.
-//
-// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.
-//
-// ===========================================================================
-//
-// iPhone PNG support:
-//
-// By default we convert iphone-formatted PNGs back to RGB; nominally they
-// would silently load as BGR, except the existing code should have just
-// failed on such iPhone PNGs. But you can disable this conversion by
-// by calling stbi_convert_iphone_png_to_rgb(0), in which case
-// you will always just get the native iphone "format" through.
-//
-// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per
-// pixel to remove any premultiplied alpha *only* if the image file explicitly
-// says there's premultiplied data (currently only happens in iPhone images,
-// and only if iPhone convert-to-rgb processing is on).
-//
-// ===========================================================================
-//
-// HDR image support (disable by defining STBI_NO_HDR)
-//
-// stb_image now supports loading HDR images in general, and currently
-// the Radiance .HDR file format, although the support is provided
-// generically. You can still load any file through the existing interface;
-// if you attempt to load an HDR file, it will be automatically remapped to
-// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;
-// both of these constants can be reconfigured through this interface:
-//
-// stbi_hdr_to_ldr_gamma(2.2f);
-// stbi_hdr_to_ldr_scale(1.0f);
-//
-// (note, do not use _inverse_ constants; stbi_image will invert them
-// appropriately).
-//
-// Additionally, there is a new, parallel interface for loading files as
-// (linear) floats to preserve the full dynamic range:
-//
-// float *data = stbi_loadf(filename, &x, &y, &n, 0);
-//
-// If you load LDR images through this interface, those images will
-// be promoted to floating point values, run through the inverse of
-// constants corresponding to the above:
-//
-// stbi_ldr_to_hdr_scale(1.0f);
-// stbi_ldr_to_hdr_gamma(2.2f);
-//
-// Finally, given a filename (or an open file or memory block--see header
-// file for details) containing image data, you can query for the "most
-// appropriate" interface to use (that is, whether the image is HDR or
-// not), using:
-//
-// stbi_is_hdr(char *filename);
-//
-// ===========================================================================
-//
-// I/O callbacks
-//
-// I/O callbacks allow you to read from arbitrary sources, like packaged
-// files or some other source. Data read from callbacks are processed
-// through a small internal buffer (currently 128 bytes) to try to reduce
-// overhead.
-//
-// The three functions you must define are "read" (reads some bytes of data),
-// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end).
-
-
-#ifndef STBI_NO_STDIO
-#include
-#endif // STBI_NO_STDIO
-
-#define STBI_VERSION 1
-
-enum
-{
- STBI_default = 0, // only used for req_comp
-
- STBI_grey = 1,
- STBI_grey_alpha = 2,
- STBI_rgb = 3,
- STBI_rgb_alpha = 4
-};
-
-typedef unsigned char stbi_uc;
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#ifdef STB_IMAGE_STATIC
-#define STBIDEF static
-#else
-#define STBIDEF extern
-#endif
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// PRIMARY API - works on images of any type
-//
-
-//
-// load image by filename, open file, or memory buffer
-//
-
-STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
-
-#ifndef STBI_NO_STDIO
-STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *comp, int req_comp);
-STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
-// for stbi_load_from_file, file pointer is left pointing immediately after image
-#endif
-
-typedef struct
-{
- int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read
- void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative
- int (*eof) (void *user); // returns nonzero if we are at end of file/data
-} stbi_io_callbacks;
-
-STBIDEF stbi_uc *stbi_load_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
-
-#ifndef STBI_NO_HDR
- STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
-
- #ifndef STBI_NO_STDIO
- STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *comp, int req_comp);
- STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
- #endif
-
- STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
-
- STBIDEF void stbi_hdr_to_ldr_gamma(float gamma);
- STBIDEF void stbi_hdr_to_ldr_scale(float scale);
-
- STBIDEF void stbi_ldr_to_hdr_gamma(float gamma);
- STBIDEF void stbi_ldr_to_hdr_scale(float scale);
-#endif // STBI_NO_HDR
-
-// stbi_is_hdr is always defined
-STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user);
-STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_is_hdr (char const *filename);
-STBIDEF int stbi_is_hdr_from_file(FILE *f);
-#endif // STBI_NO_STDIO
-
-
-// get a VERY brief reason for failure
-// NOT THREADSAFE
-STBIDEF const char *stbi_failure_reason (void);
-
-// free the loaded image -- this is just free()
-STBIDEF void stbi_image_free (void *retval_from_stbi_load);
-
-// get image dimensions & components without fully decoding
-STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
-STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp);
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp);
-STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp);
-
-#endif
-
-
-
-// for image formats that explicitly notate that they have premultiplied alpha,
-// we just return the colors as stored in the file. set this flag to force
-// unpremultiplication. results are undefined if the unpremultiply overflow.
-STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);
-
-// indicate whether we should process iphone images back to canonical format,
-// or just pass them through "as-is"
-STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);
-
-
-// ZLIB client - used by PNG, available for other purposes
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);
-STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header);
-STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);
-STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
-
-STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);
-STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
-
-
-// define faster low-level operations (typically SIMD support)
-#ifdef STBI_SIMD
-typedef void (*stbi_idct_8x8)(stbi_uc *out, int out_stride, short data[64], unsigned short *dequantize);
-// compute an integer IDCT on "input"
-// input[x] = data[x] * dequantize[x]
-// write results to 'out': 64 samples, each run of 8 spaced by 'out_stride'
-// CLAMP results to 0..255
-typedef void (*stbi_YCbCr_to_RGB_run)(stbi_uc *output, stbi_uc const *y, stbi_uc const *cb, stbi_uc const *cr, int count, int step);
-// compute a conversion from YCbCr to RGB
-// 'count' pixels
-// write pixels to 'output'; each pixel is 'step' bytes (either 3 or 4; if 4, write '255' as 4th), order R,G,B
-// y: Y input channel
-// cb: Cb input channel; scale/biased to be 0..255
-// cr: Cr input channel; scale/biased to be 0..255
-
-STBIDEF void stbi_install_idct(stbi_idct_8x8 func);
-STBIDEF void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func);
-#endif // STBI_SIMD
-
-
-#ifdef __cplusplus
-}
-#endif
-
-//
-//
-//// end header file /////////////////////////////////////////////////////
-#endif // STBI_INCLUDE_STB_IMAGE_H
-
-#ifdef STB_IMAGE_IMPLEMENTATION
-
-#ifndef STBI_NO_HDR
-#include // ldexp
-#include // strcmp, strtok
-#endif
-
-#ifndef STBI_NO_STDIO
-#include
-#endif
-#include
-#include
-#ifndef STBI_ASSERT
-#include
-#define STBI_ASSERT(x) assert(x)
-#endif
-#include
-#include // ptrdiff_t on osx
-
-#ifndef _MSC_VER
- #ifdef __cplusplus
- #define stbi_inline inline
- #else
- #define stbi_inline
- #endif
-#else
- #define stbi_inline __forceinline
-#endif
-
-
-#ifdef _MSC_VER
-typedef unsigned short stbi__uint16;
-typedef signed short stbi__int16;
-typedef unsigned int stbi__uint32;
-typedef signed int stbi__int32;
-#else
-#include
-typedef uint16_t stbi__uint16;
-typedef int16_t stbi__int16;
-typedef uint32_t stbi__uint32;
-typedef int32_t stbi__int32;
-#endif
-
-// should produce compiler error if size is wrong
-typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1];
-
-#ifdef _MSC_VER
-#define STBI_NOTUSED(v) (void)(v)
-#else
-#define STBI_NOTUSED(v) (void)sizeof(v)
-#endif
-
-#ifdef _MSC_VER
-#define STBI_HAS_LROTL
-#endif
-
-#ifdef STBI_HAS_LROTL
- #define stbi_lrot(x,y) _lrotl(x,y)
-#else
- #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (32 - (y))))
-#endif
-
-///////////////////////////////////////////////
-//
-// stbi__context struct and start_xxx functions
-
-// stbi__context structure is our basic context used by all images, so it
-// contains all the IO context, plus some basic image information
-typedef struct
-{
- stbi__uint32 img_x, img_y;
- int img_n, img_out_n;
-
- stbi_io_callbacks io;
- void *io_user_data;
-
- int read_from_callbacks;
- int buflen;
- stbi_uc buffer_start[128];
-
- stbi_uc *img_buffer, *img_buffer_end;
- stbi_uc *img_buffer_original;
-} stbi__context;
-
-
-static void stbi__refill_buffer(stbi__context *s);
-
-// initialize a memory-decode context
-static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len)
-{
- s->io.read = NULL;
- s->read_from_callbacks = 0;
- s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer;
- s->img_buffer_end = (stbi_uc *) buffer+len;
-}
-
-// initialize a callback-based context
-static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user)
-{
- s->io = *c;
- s->io_user_data = user;
- s->buflen = sizeof(s->buffer_start);
- s->read_from_callbacks = 1;
- s->img_buffer_original = s->buffer_start;
- stbi__refill_buffer(s);
-}
-
-#ifndef STBI_NO_STDIO
-
-static int stbi__stdio_read(void *user, char *data, int size)
-{
- return (int) fread(data,1,size,(FILE*) user);
-}
-
-static void stbi__stdio_skip(void *user, int n)
-{
- fseek((FILE*) user, n, SEEK_CUR);
-}
-
-static int stbi__stdio_eof(void *user)
-{
- return feof((FILE*) user);
-}
-
-static stbi_io_callbacks stbi__stdio_callbacks =
-{
- stbi__stdio_read,
- stbi__stdio_skip,
- stbi__stdio_eof,
-};
-
-static void stbi__start_file(stbi__context *s, FILE *f)
-{
- stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f);
-}
-
-//static void stop_file(stbi__context *s) { }
-
-#endif // !STBI_NO_STDIO
-
-static void stbi__rewind(stbi__context *s)
-{
- // conceptually rewind SHOULD rewind to the beginning of the stream,
- // but we just rewind to the beginning of the initial buffer, because
- // we only use it after doing 'test', which only ever looks at at most 92 bytes
- s->img_buffer = s->img_buffer_original;
-}
-
-static int stbi__jpeg_test(stbi__context *s);
-static stbi_uc *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__png_test(stbi__context *s);
-static stbi_uc *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__bmp_test(stbi__context *s);
-static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__tga_test(stbi__context *s);
-static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp);
-static int stbi__psd_test(stbi__context *s);
-static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-#ifndef STBI_NO_HDR
-static int stbi__hdr_test(stbi__context *s);
-static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-#endif
-static int stbi__pic_test(stbi__context *s);
-static stbi_uc *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__gif_test(stbi__context *s);
-static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
-static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp);
-
-
-// this is not threadsafe
-static const char *stbi__g_failure_reason;
-
-STBIDEF const char *stbi_failure_reason(void)
-{
- return stbi__g_failure_reason;
-}
-
-static int stbi__err(const char *str)
-{
- stbi__g_failure_reason = str;
- return 0;
-}
-
-static void *stbi__malloc(size_t size)
-{
- return malloc(size);
-}
-
-// stbi__err - error
-// stbi__errpf - error returning pointer to float
-// stbi__errpuc - error returning pointer to unsigned char
-
-#ifdef STBI_NO_FAILURE_STRINGS
- #define stbi__err(x,y) 0
-#elif defined(STBI_FAILURE_USERMSG)
- #define stbi__err(x,y) stbi__err(y)
-#else
- #define stbi__err(x,y) stbi__err(x)
-#endif
-
-#define stbi__errpf(x,y) ((float *) (stbi__err(x,y)?NULL:NULL))
-#define stbi__errpuc(x,y) ((unsigned char *) (stbi__err(x,y)?NULL:NULL))
-
-STBIDEF void stbi_image_free(void *retval_from_stbi_load)
-{
- free(retval_from_stbi_load);
-}
-
-#ifndef STBI_NO_HDR
-static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp);
-static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp);
-#endif
-
-static unsigned char *stbi_load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp);
- if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp);
- if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp);
- if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp);
- if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp);
- if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp);
-
- #ifndef STBI_NO_HDR
- if (stbi__hdr_test(s)) {
- float *hdr = stbi__hdr_load(s, x,y,comp,req_comp);
- return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);
- }
- #endif
-
- // test tga last because it's a crappy test!
- if (stbi__tga_test(s))
- return stbi__tga_load(s,x,y,comp,req_comp);
- return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt");
-}
-
-#ifndef STBI_NO_STDIO
-
-FILE *stbi__fopen(char const *filename, char const *mode)
-{
- FILE *f;
-#if defined(_MSC_VER) && _MSC_VER >= 1400
- if (0 != fopen_s(&f, filename, mode))
- f=0;
-#else
- f = fopen(filename, mode);
-#endif
- return f;
-}
-
-
-STBIDEF unsigned char *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp)
-{
- FILE *f = stbi__fopen(filename, "rb");
- unsigned char *result;
- if (!f) return stbi__errpuc("can't fopen", "Unable to open file");
- result = stbi_load_from_file(f,x,y,comp,req_comp);
- fclose(f);
- return result;
-}
-
-STBIDEF unsigned char *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
-{
- unsigned char *result;
- stbi__context s;
- stbi__start_file(&s,f);
- result = stbi_load_main(&s,x,y,comp,req_comp);
- if (result) {
- // need to 'unget' all the characters in the IO buffer
- fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR);
- }
- return result;
-}
-#endif //!STBI_NO_STDIO
-
-STBIDEF unsigned char *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi_load_main(&s,x,y,comp,req_comp);
-}
-
-unsigned char *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi_load_main(&s,x,y,comp,req_comp);
-}
-
-#ifndef STBI_NO_HDR
-
-float *stbi_loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- unsigned char *data;
- #ifndef STBI_NO_HDR
- if (stbi__hdr_test(s))
- return stbi__hdr_load(s,x,y,comp,req_comp);
- #endif
- data = stbi_load_main(s, x, y, comp, req_comp);
- if (data)
- return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);
- return stbi__errpf("unknown image type", "Image not of any known type, or corrupt");
-}
-
-float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-
-float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-
-#ifndef STBI_NO_STDIO
-float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp)
-{
- float *result;
- FILE *f = stbi__fopen(filename, "rb");
- if (!f) return stbi__errpf("can't fopen", "Unable to open file");
- result = stbi_loadf_from_file(f,x,y,comp,req_comp);
- fclose(f);
- return result;
-}
-
-float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
-{
- stbi__context s;
- stbi__start_file(&s,f);
- return stbi_loadf_main(&s,x,y,comp,req_comp);
-}
-#endif // !STBI_NO_STDIO
-
-#endif // !STBI_NO_HDR
-
-// these is-hdr-or-not is defined independent of whether STBI_NO_HDR is
-// defined, for API simplicity; if STBI_NO_HDR is defined, it always
-// reports false!
-
-int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi__hdr_test(&s);
- #else
- STBI_NOTUSED(buffer);
- STBI_NOTUSED(len);
- return 0;
- #endif
-}
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_is_hdr (char const *filename)
-{
- FILE *f = stbi__fopen(filename, "rb");
- int result=0;
- if (f) {
- result = stbi_is_hdr_from_file(f);
- fclose(f);
- }
- return result;
-}
-
-STBIDEF int stbi_is_hdr_from_file(FILE *f)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_file(&s,f);
- return stbi__hdr_test(&s);
- #else
- return 0;
- #endif
-}
-#endif // !STBI_NO_STDIO
-
-STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user)
-{
- #ifndef STBI_NO_HDR
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
- return stbi__hdr_test(&s);
- #else
- return 0;
- #endif
-}
-
-#ifndef STBI_NO_HDR
-static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f;
-static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f;
-
-void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; }
-void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; }
-
-void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }
-void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }
-#endif
-
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// Common code used by all image loaders
-//
-
-enum
-{
- SCAN_load=0,
- SCAN_type,
- SCAN_header
-};
-
-static void stbi__refill_buffer(stbi__context *s)
-{
- int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen);
- if (n == 0) {
- // at end of file, treat same as if from memory, but need to handle case
- // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file
- s->read_from_callbacks = 0;
- s->img_buffer = s->buffer_start;
- s->img_buffer_end = s->buffer_start+1;
- *s->img_buffer = 0;
- } else {
- s->img_buffer = s->buffer_start;
- s->img_buffer_end = s->buffer_start + n;
- }
-}
-
-stbi_inline static stbi_uc stbi__get8(stbi__context *s)
-{
- if (s->img_buffer < s->img_buffer_end)
- return *s->img_buffer++;
- if (s->read_from_callbacks) {
- stbi__refill_buffer(s);
- return *s->img_buffer++;
- }
- return 0;
-}
-
-stbi_inline static int stbi__at_eof(stbi__context *s)
-{
- if (s->io.read) {
- if (!(s->io.eof)(s->io_user_data)) return 0;
- // if feof() is true, check if buffer = end
- // special case: we've only got the special 0 character at the end
- if (s->read_from_callbacks == 0) return 1;
- }
-
- return s->img_buffer >= s->img_buffer_end;
-}
-
-static void stbi__skip(stbi__context *s, int n)
-{
- if (s->io.read) {
- int blen = (int) (s->img_buffer_end - s->img_buffer);
- if (blen < n) {
- s->img_buffer = s->img_buffer_end;
- (s->io.skip)(s->io_user_data, n - blen);
- return;
- }
- }
- s->img_buffer += n;
-}
-
-static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n)
-{
- if (s->io.read) {
- int blen = (int) (s->img_buffer_end - s->img_buffer);
- if (blen < n) {
- int res, count;
-
- memcpy(buffer, s->img_buffer, blen);
-
- count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen);
- res = (count == (n-blen));
- s->img_buffer = s->img_buffer_end;
- return res;
- }
- }
-
- if (s->img_buffer+n <= s->img_buffer_end) {
- memcpy(buffer, s->img_buffer, n);
- s->img_buffer += n;
- return 1;
- } else
- return 0;
-}
-
-static int stbi__get16be(stbi__context *s)
-{
- int z = stbi__get8(s);
- return (z << 8) + stbi__get8(s);
-}
-
-static stbi__uint32 stbi__get32be(stbi__context *s)
-{
- stbi__uint32 z = stbi__get16be(s);
- return (z << 16) + stbi__get16be(s);
-}
-
-static int stbi__get16le(stbi__context *s)
-{
- int z = stbi__get8(s);
- return z + (stbi__get8(s) << 8);
-}
-
-static stbi__uint32 stbi__get32le(stbi__context *s)
-{
- stbi__uint32 z = stbi__get16le(s);
- return z + (stbi__get16le(s) << 16);
-}
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// generic converter from built-in img_n to req_comp
-// individual types do this automatically as much as possible (e.g. jpeg
-// does all cases internally since it needs to colorspace convert anyway,
-// and it never has alpha, so very few cases ). png can automatically
-// interleave an alpha=255 channel, but falls back to this for other cases
-//
-// assume data buffer is malloced, so malloc a new one and free that one
-// only failure mode is malloc failing
-
-static stbi_uc stbi__compute_y(int r, int g, int b)
-{
- return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8);
-}
-
-static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y)
-{
- int i,j;
- unsigned char *good;
-
- if (req_comp == img_n) return data;
- STBI_ASSERT(req_comp >= 1 && req_comp <= 4);
-
- good = (unsigned char *) stbi__malloc(req_comp * x * y);
- if (good == NULL) {
- free(data);
- return stbi__errpuc("outofmem", "Out of memory");
- }
-
- for (j=0; j < (int) y; ++j) {
- unsigned char *src = data + j * x * img_n ;
- unsigned char *dest = good + j * x * req_comp;
-
- #define COMBO(a,b) ((a)*8+(b))
- #define CASE(a,b) case COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)
- // convert source image with img_n components to one with req_comp components;
- // avoid switch per pixel, so use switch per scanline and massive macros
- switch (COMBO(img_n, req_comp)) {
- CASE(1,2) dest[0]=src[0], dest[1]=255; break;
- CASE(1,3) dest[0]=dest[1]=dest[2]=src[0]; break;
- CASE(1,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=255; break;
- CASE(2,1) dest[0]=src[0]; break;
- CASE(2,3) dest[0]=dest[1]=dest[2]=src[0]; break;
- CASE(2,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=src[1]; break;
- CASE(3,4) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2],dest[3]=255; break;
- CASE(3,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
- CASE(3,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = 255; break;
- CASE(4,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
- CASE(4,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = src[3]; break;
- CASE(4,3) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2]; break;
- default: STBI_ASSERT(0);
- }
- #undef CASE
- }
-
- free(data);
- return good;
-}
-
-#ifndef STBI_NO_HDR
-static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp)
-{
- int i,k,n;
- float *output = (float *) stbi__malloc(x * y * comp * sizeof(float));
- if (output == NULL) { free(data); return stbi__errpf("outofmem", "Out of memory"); }
- // compute number of non-alpha components
- if (comp & 1) n = comp; else n = comp-1;
- for (i=0; i < x*y; ++i) {
- for (k=0; k < n; ++k) {
- output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale);
- }
- if (k < comp) output[i*comp + k] = data[i*comp+k]/255.0f;
- }
- free(data);
- return output;
-}
-
-#define stbi__float2int(x) ((int) (x))
-static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp)
-{
- int i,k,n;
- stbi_uc *output = (stbi_uc *) stbi__malloc(x * y * comp);
- if (output == NULL) { free(data); return stbi__errpuc("outofmem", "Out of memory"); }
- // compute number of non-alpha components
- if (comp & 1) n = comp; else n = comp-1;
- for (i=0; i < x*y; ++i) {
- for (k=0; k < n; ++k) {
- float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;
- if (z < 0) z = 0;
- if (z > 255) z = 255;
- output[i*comp + k] = (stbi_uc) stbi__float2int(z);
- }
- if (k < comp) {
- float z = data[i*comp+k] * 255 + 0.5f;
- if (z < 0) z = 0;
- if (z > 255) z = 255;
- output[i*comp + k] = (stbi_uc) stbi__float2int(z);
- }
- }
- free(data);
- return output;
-}
-#endif
-
-//////////////////////////////////////////////////////////////////////////////
-//
-// "baseline" JPEG/JFIF decoder (not actually fully baseline implementation)
-//
-// simple implementation
-// - channel subsampling of at most 2 in each dimension
-// - doesn't support delayed output of y-dimension
-// - simple interface (only one output format: 8-bit interleaved RGB)
-// - doesn't try to recover corrupt jpegs
-// - doesn't allow partial loading, loading multiple at once
-// - still fast on x86 (copying globals into locals doesn't help x86)
-// - allocates lots of intermediate memory (full size of all components)
-// - non-interleaved case requires this anyway
-// - allows good upsampling (see next)
-// high-quality
-// - upsampled channels are bilinearly interpolated, even across blocks
-// - quality integer IDCT derived from IJG's 'slow'
-// performance
-// - fast huffman; reasonable integer IDCT
-// - uses a lot of intermediate memory, could cache poorly
-// - load http://nothings.org/remote/anemones.jpg 3 times on 2.8Ghz P4
-// stb_jpeg: 1.34 seconds (MSVC6, default release build)
-// stb_jpeg: 1.06 seconds (MSVC6, processor = Pentium Pro)
-// IJL11.dll: 1.08 seconds (compiled by intel)
-// IJG 1998: 0.98 seconds (MSVC6, makefile provided by IJG)
-// IJG 1998: 0.95 seconds (MSVC6, makefile + proc=PPro)
-
-// huffman decoding acceleration
-#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache
-
-typedef struct
-{
- stbi_uc fast[1 << FAST_BITS];
- // weirdly, repacking this into AoS is a 10% speed loss, instead of a win
- stbi__uint16 code[256];
- stbi_uc values[256];
- stbi_uc size[257];
- unsigned int maxcode[18];
- int delta[17]; // old 'firstsymbol' - old 'firstcode'
-} stbi__huffman;
-
-typedef struct
-{
- #ifdef STBI_SIMD
- unsigned short dequant2[4][64];
- #endif
- stbi__context *s;
- stbi__huffman huff_dc[4];
- stbi__huffman huff_ac[4];
- stbi_uc dequant[4][64];
-
-// sizes for components, interleaved MCUs
- int img_h_max, img_v_max;
- int img_mcu_x, img_mcu_y;
- int img_mcu_w, img_mcu_h;
-
-// definition of jpeg image component
- struct
- {
- int id;
- int h,v;
- int tq;
- int hd,ha;
- int dc_pred;
-
- int x,y,w2,h2;
- stbi_uc *data;
- void *raw_data;
- stbi_uc *linebuf;
- } img_comp[4];
-
- stbi__uint32 code_buffer; // jpeg entropy-coded buffer
- int code_bits; // number of valid bits
- unsigned char marker; // marker seen while filling entropy buffer
- int nomore; // flag if we saw a marker so must stop
-
- int scan_n, order[4];
- int restart_interval, todo;
-} stbi__jpeg;
-
-static int stbi__build_huffman(stbi__huffman *h, int *count)
-{
- int i,j,k=0,code;
- // build size list for each symbol (from JPEG spec)
- for (i=0; i < 16; ++i)
- for (j=0; j < count[i]; ++j)
- h->size[k++] = (stbi_uc) (i+1);
- h->size[k] = 0;
-
- // compute actual symbols (from jpeg spec)
- code = 0;
- k = 0;
- for(j=1; j <= 16; ++j) {
- // compute delta to add to code to compute symbol id
- h->delta[j] = k - code;
- if (h->size[k] == j) {
- while (h->size[k] == j)
- h->code[k++] = (stbi__uint16) (code++);
- if (code-1 >= (1 << j)) return stbi__err("bad code lengths","Corrupt JPEG");
- }
- // compute largest code + 1 for this size, preshifted as needed later
- h->maxcode[j] = code << (16-j);
- code <<= 1;
- }
- h->maxcode[j] = 0xffffffff;
-
- // build non-spec acceleration table; 255 is flag for not-accelerated
- memset(h->fast, 255, 1 << FAST_BITS);
- for (i=0; i < k; ++i) {
- int s = h->size[i];
- if (s <= FAST_BITS) {
- int c = h->code[i] << (FAST_BITS-s);
- int m = 1 << (FAST_BITS-s);
- for (j=0; j < m; ++j) {
- h->fast[c+j] = (stbi_uc) i;
- }
- }
- }
- return 1;
-}
-
-static void stbi__grow_buffer_unsafe(stbi__jpeg *j)
-{
- do {
- int b = j->nomore ? 0 : stbi__get8(j->s);
- if (b == 0xff) {
- int c = stbi__get8(j->s);
- if (c != 0) {
- j->marker = (unsigned char) c;
- j->nomore = 1;
- return;
- }
- }
- j->code_buffer |= b << (24 - j->code_bits);
- j->code_bits += 8;
- } while (j->code_bits <= 24);
-}
-
-// (1 << n) - 1
-static stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535};
-
-// decode a jpeg huffman value from the bitstream
-stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h)
-{
- unsigned int temp;
- int c,k;
-
- if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
-
- // look at the top FAST_BITS and determine what symbol ID it is,
- // if the code is <= FAST_BITS
- c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
- k = h->fast[c];
- if (k < 255) {
- int s = h->size[k];
- if (s > j->code_bits)
- return -1;
- j->code_buffer <<= s;
- j->code_bits -= s;
- return h->values[k];
- }
-
- // naive test is to shift the code_buffer down so k bits are
- // valid, then test against maxcode. To speed this up, we've
- // preshifted maxcode left so that it has (16-k) 0s at the
- // end; in other words, regardless of the number of bits, it
- // wants to be compared against something shifted to have 16;
- // that way we don't need to shift inside the loop.
- temp = j->code_buffer >> 16;
- for (k=FAST_BITS+1 ; ; ++k)
- if (temp < h->maxcode[k])
- break;
- if (k == 17) {
- // error! code not found
- j->code_bits -= 16;
- return -1;
- }
-
- if (k > j->code_bits)
- return -1;
-
- // convert the huffman code to the symbol id
- c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];
- STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);
-
- // convert the id to a symbol
- j->code_bits -= k;
- j->code_buffer <<= k;
- return h->values[c];
-}
-
-// combined JPEG 'receive' and JPEG 'extend', since baseline
-// always extends everything it receives.
-stbi_inline static int stbi__extend_receive(stbi__jpeg *j, int n)
-{
- unsigned int m = 1 << (n-1);
- unsigned int k;
- if (j->code_bits < n) stbi__grow_buffer_unsafe(j);
-
- #if 1
- k = stbi_lrot(j->code_buffer, n);
- j->code_buffer = k & ~stbi__bmask[n];
- k &= stbi__bmask[n];
- j->code_bits -= n;
- #else
- k = (j->code_buffer >> (32 - n)) & stbi__bmask[n];
- j->code_bits -= n;
- j->code_buffer <<= n;
- #endif
- // the following test is probably a random branch that won't
- // predict well. I tried to table accelerate it but failed.
- // maybe it's compiling as a conditional move?
- if (k < m)
- return (-1 << n) + k + 1;
- else
- return k;
-}
-
-// given a value that's at position X in the zigzag stream,
-// where does it appear in the 8x8 matrix coded as row-major?
-static stbi_uc stbi__jpeg_dezigzag[64+15] =
-{
- 0, 1, 8, 16, 9, 2, 3, 10,
- 17, 24, 32, 25, 18, 11, 4, 5,
- 12, 19, 26, 33, 40, 48, 41, 34,
- 27, 20, 13, 6, 7, 14, 21, 28,
- 35, 42, 49, 56, 57, 50, 43, 36,
- 29, 22, 15, 23, 30, 37, 44, 51,
- 58, 59, 52, 45, 38, 31, 39, 46,
- 53, 60, 61, 54, 47, 55, 62, 63,
- // let corrupt input sample past end
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63
-};
-
-// decode one 64-entry block--
-static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, int b)
-{
- int diff,dc,k;
- int t = stbi__jpeg_huff_decode(j, hdc);
- if (t < 0) return stbi__err("bad huffman code","Corrupt JPEG");
-
- // 0 all the ac values now so we can do it 32-bits at a time
- memset(data,0,64*sizeof(data[0]));
-
- diff = t ? stbi__extend_receive(j, t) : 0;
- dc = j->img_comp[b].dc_pred + diff;
- j->img_comp[b].dc_pred = dc;
- data[0] = (short) dc;
-
- // decode AC components, see JPEG spec
- k = 1;
- do {
- int r,s;
- int rs = stbi__jpeg_huff_decode(j, hac);
- if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
- s = rs & 15;
- r = rs >> 4;
- if (s == 0) {
- if (rs != 0xf0) break; // end block
- k += 16;
- } else {
- k += r;
- // decode into unzigzag'd location
- data[stbi__jpeg_dezigzag[k++]] = (short) stbi__extend_receive(j,s);
- }
- } while (k < 64);
- return 1;
-}
-
-// take a -128..127 value and stbi__clamp it and convert to 0..255
-stbi_inline static stbi_uc stbi__clamp(int x)
-{
- // trick to use a single test to catch both cases
- if ((unsigned int) x > 255) {
- if (x < 0) return 0;
- if (x > 255) return 255;
- }
- return (stbi_uc) x;
-}
-
-#define stbi__f2f(x) (int) (((x) * 4096 + 0.5))
-#define stbi__fsh(x) ((x) << 12)
-
-// derived from jidctint -- DCT_ISLOW
-#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \
- int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \
- p2 = s2; \
- p3 = s6; \
- p1 = (p2+p3) * stbi__f2f(0.5411961f); \
- t2 = p1 + p3*stbi__f2f(-1.847759065f); \
- t3 = p1 + p2*stbi__f2f( 0.765366865f); \
- p2 = s0; \
- p3 = s4; \
- t0 = stbi__fsh(p2+p3); \
- t1 = stbi__fsh(p2-p3); \
- x0 = t0+t3; \
- x3 = t0-t3; \
- x1 = t1+t2; \
- x2 = t1-t2; \
- t0 = s7; \
- t1 = s5; \
- t2 = s3; \
- t3 = s1; \
- p3 = t0+t2; \
- p4 = t1+t3; \
- p1 = t0+t3; \
- p2 = t1+t2; \
- p5 = (p3+p4)*stbi__f2f( 1.175875602f); \
- t0 = t0*stbi__f2f( 0.298631336f); \
- t1 = t1*stbi__f2f( 2.053119869f); \
- t2 = t2*stbi__f2f( 3.072711026f); \
- t3 = t3*stbi__f2f( 1.501321110f); \
- p1 = p5 + p1*stbi__f2f(-0.899976223f); \
- p2 = p5 + p2*stbi__f2f(-2.562915447f); \
- p3 = p3*stbi__f2f(-1.961570560f); \
- p4 = p4*stbi__f2f(-0.390180644f); \
- t3 += p1+p4; \
- t2 += p2+p3; \
- t1 += p2+p4; \
- t0 += p1+p3;
-
-#ifdef STBI_SIMD
-typedef unsigned short stbi_dequantize_t;
-#else
-typedef stbi_uc stbi_dequantize_t;
-#endif
-
-// .344 seconds on 3*anemones.jpg
-static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64], stbi_dequantize_t *dequantize)
-{
- int i,val[64],*v=val;
- stbi_dequantize_t *dq = dequantize;
- stbi_uc *o;
- short *d = data;
-
- // columns
- for (i=0; i < 8; ++i,++d,++dq, ++v) {
- // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing
- if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0
- && d[40]==0 && d[48]==0 && d[56]==0) {
- // no shortcut 0 seconds
- // (1|2|3|4|5|6|7)==0 0 seconds
- // all separate -0.047 seconds
- // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds
- int dcterm = d[0] * dq[0] << 2;
- v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;
- } else {
- STBI__IDCT_1D(d[ 0]*dq[ 0],d[ 8]*dq[ 8],d[16]*dq[16],d[24]*dq[24],
- d[32]*dq[32],d[40]*dq[40],d[48]*dq[48],d[56]*dq[56])
- // constants scaled things up by 1<<12; let's bring them back
- // down, but keep 2 extra bits of precision
- x0 += 512; x1 += 512; x2 += 512; x3 += 512;
- v[ 0] = (x0+t3) >> 10;
- v[56] = (x0-t3) >> 10;
- v[ 8] = (x1+t2) >> 10;
- v[48] = (x1-t2) >> 10;
- v[16] = (x2+t1) >> 10;
- v[40] = (x2-t1) >> 10;
- v[24] = (x3+t0) >> 10;
- v[32] = (x3-t0) >> 10;
- }
- }
-
- for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) {
- // no fast case since the first 1D IDCT spread components out
- STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7])
- // constants scaled things up by 1<<12, plus we had 1<<2 from first
- // loop, plus horizontal and vertical each scale by sqrt(8) so together
- // we've got an extra 1<<3, so 1<<17 total we need to remove.
- // so we want to round that, which means adding 0.5 * 1<<17,
- // aka 65536. Also, we'll end up with -128 to 127 that we want
- // to encode as 0..255 by adding 128, so we'll add that before the shift
- x0 += 65536 + (128<<17);
- x1 += 65536 + (128<<17);
- x2 += 65536 + (128<<17);
- x3 += 65536 + (128<<17);
- // tried computing the shifts into temps, or'ing the temps to see
- // if any were out of range, but that was slower
- o[0] = stbi__clamp((x0+t3) >> 17);
- o[7] = stbi__clamp((x0-t3) >> 17);
- o[1] = stbi__clamp((x1+t2) >> 17);
- o[6] = stbi__clamp((x1-t2) >> 17);
- o[2] = stbi__clamp((x2+t1) >> 17);
- o[5] = stbi__clamp((x2-t1) >> 17);
- o[3] = stbi__clamp((x3+t0) >> 17);
- o[4] = stbi__clamp((x3-t0) >> 17);
- }
-}
-
-#ifdef STBI_SIMD
-static stbi_idct_8x8 stbi__idct_installed = stbi__idct_block;
-
-STBIDEF void stbi_install_idct(stbi_idct_8x8 func)
-{
- stbi__idct_installed = func;
-}
-#endif
-
-#define STBI__MARKER_none 0xff
-// if there's a pending marker from the entropy stream, return that
-// otherwise, fetch from the stream and get a marker. if there's no
-// marker, return 0xff, which is never a valid marker value
-static stbi_uc stbi__get_marker(stbi__jpeg *j)
-{
- stbi_uc x;
- if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }
- x = stbi__get8(j->s);
- if (x != 0xff) return STBI__MARKER_none;
- while (x == 0xff)
- x = stbi__get8(j->s);
- return x;
-}
-
-// in each scan, we'll have scan_n components, and the order
-// of the components is specified by order[]
-#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7)
-
-// after a restart interval, stbi__jpeg_reset the entropy decoder and
-// the dc prediction
-static void stbi__jpeg_reset(stbi__jpeg *j)
-{
- j->code_bits = 0;
- j->code_buffer = 0;
- j->nomore = 0;
- j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = 0;
- j->marker = STBI__MARKER_none;
- j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;
- // no more than 1<<31 MCUs if no restart_interal? that's plenty safe,
- // since we don't even allow 1<<30 pixels
-}
-
-static int stbi__parse_entropy_coded_data(stbi__jpeg *z)
-{
- stbi__jpeg_reset(z);
- if (z->scan_n == 1) {
- int i,j;
- #ifdef STBI_SIMD
- __declspec(align(16))
- #endif
- short data[64];
- int n = z->order[0];
- // non-interleaved data, we just need to process one block at a time,
- // in trivial scanline order
- // number of blocks to do just depends on how many actual "pixels" this
- // component has, independent of interleaved MCU blocking and such
- int w = (z->img_comp[n].x+7) >> 3;
- int h = (z->img_comp[n].y+7) >> 3;
- for (j=0; j < h; ++j) {
- for (i=0; i < w; ++i) {
- if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+z->img_comp[n].ha, n)) return 0;
- #ifdef STBI_SIMD
- stbi__idct_installed(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data, z->dequant2[z->img_comp[n].tq]);
- #else
- stbi__idct_block(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data, z->dequant[z->img_comp[n].tq]);
- #endif
- // every data block is an MCU, so countdown the restart interval
- if (--z->todo <= 0) {
- if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
- // if it's NOT a restart, then just bail, so we get corrupt data
- // rather than no data
- if (!STBI__RESTART(z->marker)) return 1;
- stbi__jpeg_reset(z);
- }
- }
- }
- } else { // interleaved!
- int i,j,k,x,y;
- short data[64];
- for (j=0; j < z->img_mcu_y; ++j) {
- for (i=0; i < z->img_mcu_x; ++i) {
- // scan an interleaved mcu... process scan_n components in order
- for (k=0; k < z->scan_n; ++k) {
- int n = z->order[k];
- // scan out an mcu's worth of this component; that's just determined
- // by the basic H and V specified for the component
- for (y=0; y < z->img_comp[n].v; ++y) {
- for (x=0; x < z->img_comp[n].h; ++x) {
- int x2 = (i*z->img_comp[n].h + x)*8;
- int y2 = (j*z->img_comp[n].v + y)*8;
- if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+z->img_comp[n].ha, n)) return 0;
- #ifdef STBI_SIMD
- stbi__idct_installed(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data, z->dequant2[z->img_comp[n].tq]);
- #else
- stbi__idct_block(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data, z->dequant[z->img_comp[n].tq]);
- #endif
- }
- }
- }
- // after all interleaved components, that's an interleaved MCU,
- // so now count down the restart interval
- if (--z->todo <= 0) {
- if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
- // if it's NOT a restart, then just bail, so we get corrupt data
- // rather than no data
- if (!STBI__RESTART(z->marker)) return 1;
- stbi__jpeg_reset(z);
- }
- }
- }
- }
- return 1;
-}
-
-static int stbi__process_marker(stbi__jpeg *z, int m)
-{
- int L;
- switch (m) {
- case STBI__MARKER_none: // no marker found
- return stbi__err("expected marker","Corrupt JPEG");
-
- case 0xC2: // stbi__SOF - progressive
- return stbi__err("progressive jpeg","JPEG format not supported (progressive)");
-
- case 0xDD: // DRI - specify restart interval
- if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG");
- z->restart_interval = stbi__get16be(z->s);
- return 1;
-
- case 0xDB: // DQT - define quantization table
- L = stbi__get16be(z->s)-2;
- while (L > 0) {
- int q = stbi__get8(z->s);
- int p = q >> 4;
- int t = q & 15,i;
- if (p != 0) return stbi__err("bad DQT type","Corrupt JPEG");
- if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG");
- for (i=0; i < 64; ++i)
- z->dequant[t][stbi__jpeg_dezigzag[i]] = stbi__get8(z->s);
- #ifdef STBI_SIMD
- for (i=0; i < 64; ++i)
- z->dequant2[t][i] = z->dequant[t][i];
- #endif
- L -= 65;
- }
- return L==0;
-
- case 0xC4: // DHT - define huffman table
- L = stbi__get16be(z->s)-2;
- while (L > 0) {
- stbi_uc *v;
- int sizes[16],i,n=0;
- int q = stbi__get8(z->s);
- int tc = q >> 4;
- int th = q & 15;
- if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG");
- for (i=0; i < 16; ++i) {
- sizes[i] = stbi__get8(z->s);
- n += sizes[i];
- }
- L -= 17;
- if (tc == 0) {
- if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0;
- v = z->huff_dc[th].values;
- } else {
- if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0;
- v = z->huff_ac[th].values;
- }
- for (i=0; i < n; ++i)
- v[i] = stbi__get8(z->s);
- L -= n;
- }
- return L==0;
- }
- // check for comment block or APP blocks
- if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {
- stbi__skip(z->s, stbi__get16be(z->s)-2);
- return 1;
- }
- return 0;
-}
-
-// after we see stbi__SOS
-static int stbi__process_scan_header(stbi__jpeg *z)
-{
- int i;
- int Ls = stbi__get16be(z->s);
- z->scan_n = stbi__get8(z->s);
- if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad stbi__SOS component count","Corrupt JPEG");
- if (Ls != 6+2*z->scan_n) return stbi__err("bad stbi__SOS len","Corrupt JPEG");
- for (i=0; i < z->scan_n; ++i) {
- int id = stbi__get8(z->s), which;
- int q = stbi__get8(z->s);
- for (which = 0; which < z->s->img_n; ++which)
- if (z->img_comp[which].id == id)
- break;
- if (which == z->s->img_n) return 0;
- z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG");
- z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG");
- z->order[i] = which;
- }
- if (stbi__get8(z->s) != 0) return stbi__err("bad stbi__SOS","Corrupt JPEG");
- stbi__get8(z->s); // should be 63, but might be 0
- if (stbi__get8(z->s) != 0) return stbi__err("bad stbi__SOS","Corrupt JPEG");
-
- return 1;
-}
-
-static int stbi__process_frame_header(stbi__jpeg *z, int scan)
-{
- stbi__context *s = z->s;
- int Lf,p,i,q, h_max=1,v_max=1,c;
- Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad stbi__SOF len","Corrupt JPEG"); // JPEG
- p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline
- s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG
- s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires
- c = stbi__get8(s);
- if (c != 3 && c != 1) return stbi__err("bad component count","Corrupt JPEG"); // JFIF requires
- s->img_n = c;
- for (i=0; i < c; ++i) {
- z->img_comp[i].data = NULL;
- z->img_comp[i].linebuf = NULL;
- }
-
- if (Lf != 8+3*s->img_n) return stbi__err("bad stbi__SOF len","Corrupt JPEG");
-
- for (i=0; i < s->img_n; ++i) {
- z->img_comp[i].id = stbi__get8(s);
- if (z->img_comp[i].id != i+1) // JFIF requires
- if (z->img_comp[i].id != i) // some version of jpegtran outputs non-JFIF-compliant files!
- return stbi__err("bad component ID","Corrupt JPEG");
- q = stbi__get8(s);
- z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG");
- z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG");
- z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG");
- }
-
- if (scan != SCAN_load) return 1;
-
- if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
-
- for (i=0; i < s->img_n; ++i) {
- if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;
- if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;
- }
-
- // compute interleaved mcu info
- z->img_h_max = h_max;
- z->img_v_max = v_max;
- z->img_mcu_w = h_max * 8;
- z->img_mcu_h = v_max * 8;
- z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w;
- z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h;
-
- for (i=0; i < s->img_n; ++i) {
- // number of effective pixels (e.g. for non-interleaved MCU)
- z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max;
- z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max;
- // to simplify generation, we'll allocate enough memory to decode
- // the bogus oversized data from using interleaved MCUs and their
- // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't
- // discard the extra data until colorspace conversion
- z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;
- z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;
- z->img_comp[i].raw_data = stbi__malloc(z->img_comp[i].w2 * z->img_comp[i].h2+15);
- if (z->img_comp[i].raw_data == NULL) {
- for(--i; i >= 0; --i) {
- free(z->img_comp[i].raw_data);
- z->img_comp[i].data = NULL;
- }
- return stbi__err("outofmem", "Out of memory");
- }
- // align blocks for installable-idct using mmx/sse
- z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15);
- z->img_comp[i].linebuf = NULL;
- }
-
- return 1;
-}
-
-// use comparisons since in some cases we handle more than one case (e.g. stbi__SOF)
-#define stbi__DNL(x) ((x) == 0xdc)
-#define stbi__SOI(x) ((x) == 0xd8)
-#define stbi__EOI(x) ((x) == 0xd9)
-#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1)
-#define stbi__SOS(x) ((x) == 0xda)
-
-static int decode_jpeg_header(stbi__jpeg *z, int scan)
-{
- int m;
- z->marker = STBI__MARKER_none; // initialize cached marker to empty
- m = stbi__get_marker(z);
- if (!stbi__SOI(m)) return stbi__err("no stbi__SOI","Corrupt JPEG");
- if (scan == SCAN_type) return 1;
- m = stbi__get_marker(z);
- while (!stbi__SOF(m)) {
- if (!stbi__process_marker(z,m)) return 0;
- m = stbi__get_marker(z);
- while (m == STBI__MARKER_none) {
- // some files have extra padding after their blocks, so ok, we'll scan
- if (stbi__at_eof(z->s)) return stbi__err("no stbi__SOF", "Corrupt JPEG");
- m = stbi__get_marker(z);
- }
- }
- if (!stbi__process_frame_header(z, scan)) return 0;
- return 1;
-}
-
-static int decode_jpeg_image(stbi__jpeg *j)
-{
- int m;
- j->restart_interval = 0;
- if (!decode_jpeg_header(j, SCAN_load)) return 0;
- m = stbi__get_marker(j);
- while (!stbi__EOI(m)) {
- if (stbi__SOS(m)) {
- if (!stbi__process_scan_header(j)) return 0;
- if (!stbi__parse_entropy_coded_data(j)) return 0;
- if (j->marker == STBI__MARKER_none ) {
- // handle 0s at the end of image data from IP Kamera 9060
- while (!stbi__at_eof(j->s)) {
- int x = stbi__get8(j->s);
- if (x == 255) {
- j->marker = stbi__get8(j->s);
- break;
- } else if (x != 0) {
- return 0;
- }
- }
- // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0
- }
- } else {
- if (!stbi__process_marker(j, m)) return 0;
- }
- m = stbi__get_marker(j);
- }
- return 1;
-}
-
-// static jfif-centered resampling (across block boundaries)
-
-typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1,
- int w, int hs);
-
-#define stbi__div4(x) ((stbi_uc) ((x) >> 2))
-
-static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- STBI_NOTUSED(out);
- STBI_NOTUSED(in_far);
- STBI_NOTUSED(w);
- STBI_NOTUSED(hs);
- return in_near;
-}
-
-static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate two samples vertically for every one in input
- int i;
- STBI_NOTUSED(hs);
- for (i=0; i < w; ++i)
- out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2);
- return out;
-}
-
-static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate two samples horizontally for every one in input
- int i;
- stbi_uc *input = in_near;
-
- if (w == 1) {
- // if only one sample, can't do any interpolation
- out[0] = out[1] = input[0];
- return out;
- }
-
- out[0] = input[0];
- out[1] = stbi__div4(input[0]*3 + input[1] + 2);
- for (i=1; i < w-1; ++i) {
- int n = 3*input[i]+2;
- out[i*2+0] = stbi__div4(n+input[i-1]);
- out[i*2+1] = stbi__div4(n+input[i+1]);
- }
- out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2);
- out[i*2+1] = input[w-1];
-
- STBI_NOTUSED(in_far);
- STBI_NOTUSED(hs);
-
- return out;
-}
-
-#define stbi__div16(x) ((stbi_uc) ((x) >> 4))
-
-static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // need to generate 2x2 samples for every one in input
- int i,t0,t1;
- if (w == 1) {
- out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
- return out;
- }
-
- t1 = 3*in_near[0] + in_far[0];
- out[0] = stbi__div4(t1+2);
- for (i=1; i < w; ++i) {
- t0 = t1;
- t1 = 3*in_near[i]+in_far[i];
- out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
- out[i*2 ] = stbi__div16(3*t1 + t0 + 8);
- }
- out[w*2-1] = stbi__div4(t1+2);
-
- STBI_NOTUSED(hs);
-
- return out;
-}
-
-static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
-{
- // resample with nearest-neighbor
- int i,j;
- STBI_NOTUSED(in_far);
- for (i=0; i < w; ++i)
- for (j=0; j < hs; ++j)
- out[i*hs+j] = in_near[i];
- return out;
-}
-
-#define float2fixed(x) ((int) ((x) * 65536 + 0.5))
-
-// 0.38 seconds on 3*anemones.jpg (0.25 with processor = Pro)
-// VC6 without processor=Pro is generating multiple LEAs per multiply!
-static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)
-{
- int i;
- for (i=0; i < count; ++i) {
- int y_fixed = (y[i] << 16) + 32768; // rounding
- int r,g,b;
- int cr = pcr[i] - 128;
- int cb = pcb[i] - 128;
- r = y_fixed + cr*float2fixed(1.40200f);
- g = y_fixed - cr*float2fixed(0.71414f) - cb*float2fixed(0.34414f);
- b = y_fixed + cb*float2fixed(1.77200f);
- r >>= 16;
- g >>= 16;
- b >>= 16;
- if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
- if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
- if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
- out[0] = (stbi_uc)r;
- out[1] = (stbi_uc)g;
- out[2] = (stbi_uc)b;
- out[3] = 255;
- out += step;
- }
-}
-
-#ifdef STBI_SIMD
-static stbi_YCbCr_to_RGB_run stbi__YCbCr_installed = stbi__YCbCr_to_RGB_row;
-
-STBIDEF void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func)
-{
- stbi__YCbCr_installed = func;
-}
-#endif
-
-
-// clean up the temporary component buffers
-static void stbi__cleanup_jpeg(stbi__jpeg *j)
-{
- int i;
- for (i=0; i < j->s->img_n; ++i) {
- if (j->img_comp[i].raw_data) {
- free(j->img_comp[i].raw_data);
- j->img_comp[i].raw_data = NULL;
- j->img_comp[i].data = NULL;
- }
- if (j->img_comp[i].linebuf) {
- free(j->img_comp[i].linebuf);
- j->img_comp[i].linebuf = NULL;
- }
- }
-}
-
-typedef struct
-{
- resample_row_func resample;
- stbi_uc *line0,*line1;
- int hs,vs; // expansion factor in each axis
- int w_lores; // horizontal pixels pre-expansion
- int ystep; // how far through vertical expansion we are
- int ypos; // which pre-expansion row we're on
-} stbi__resample;
-
-static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp)
-{
- int n, decode_n;
- z->s->img_n = 0; // make stbi__cleanup_jpeg safe
-
- // validate req_comp
- if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
-
- // load a jpeg image from whichever source
- if (!decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }
-
- // determine actual number of components to generate
- n = req_comp ? req_comp : z->s->img_n;
-
- if (z->s->img_n == 3 && n < 3)
- decode_n = 1;
- else
- decode_n = z->s->img_n;
-
- // resample and color-convert
- {
- int k;
- unsigned int i,j;
- stbi_uc *output;
- stbi_uc *coutput[4];
-
- stbi__resample res_comp[4];
-
- for (k=0; k < decode_n; ++k) {
- stbi__resample *r = &res_comp[k];
-
- // allocate line buffer big enough for upsampling off the edges
- // with upsample factor of 4
- z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3);
- if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
-
- r->hs = z->img_h_max / z->img_comp[k].h;
- r->vs = z->img_v_max / z->img_comp[k].v;
- r->ystep = r->vs >> 1;
- r->w_lores = (z->s->img_x + r->hs-1) / r->hs;
- r->ypos = 0;
- r->line0 = r->line1 = z->img_comp[k].data;
-
- if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;
- else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;
- else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;
- else if (r->hs == 2 && r->vs == 2) r->resample = stbi__resample_row_hv_2;
- else r->resample = stbi__resample_row_generic;
- }
-
- // can't error after this so, this is safe
- output = (stbi_uc *) stbi__malloc(n * z->s->img_x * z->s->img_y + 1);
- if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
-
- // now go ahead and resample
- for (j=0; j < z->s->img_y; ++j) {
- stbi_uc *out = output + n * z->s->img_x * j;
- for (k=0; k < decode_n; ++k) {
- stbi__resample *r = &res_comp[k];
- int y_bot = r->ystep >= (r->vs >> 1);
- coutput[k] = r->resample(z->img_comp[k].linebuf,
- y_bot ? r->line1 : r->line0,
- y_bot ? r->line0 : r->line1,
- r->w_lores, r->hs);
- if (++r->ystep >= r->vs) {
- r->ystep = 0;
- r->line0 = r->line1;
- if (++r->ypos < z->img_comp[k].y)
- r->line1 += z->img_comp[k].w2;
- }
- }
- if (n >= 3) {
- stbi_uc *y = coutput[0];
- if (z->s->img_n == 3) {
- #ifdef STBI_SIMD
- stbi__YCbCr_installed(out, y, coutput[1], coutput[2], z->s->img_x, n);
- #else
- stbi__YCbCr_to_RGB_row(out, y, coutput[1], coutput[2], z->s->img_x, n);
- #endif
- } else
- for (i=0; i < z->s->img_x; ++i) {
- out[0] = out[1] = out[2] = y[i];
- out[3] = 255; // not used if n==3
- out += n;
- }
- } else {
- stbi_uc *y = coutput[0];
- if (n == 1)
- for (i=0; i < z->s->img_x; ++i) out[i] = y[i];
- else
- for (i=0; i < z->s->img_x; ++i) *out++ = y[i], *out++ = 255;
- }
- }
- stbi__cleanup_jpeg(z);
- *out_x = z->s->img_x;
- *out_y = z->s->img_y;
- if (comp) *comp = z->s->img_n; // report original components, not output
- return output;
- }
-}
-
-static unsigned char *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi__jpeg j;
- j.s = s;
- return load_jpeg_image(&j, x,y,comp,req_comp);
-}
-
-static int stbi__jpeg_test(stbi__context *s)
-{
- int r;
- stbi__jpeg j;
- j.s = s;
- r = decode_jpeg_header(&j, SCAN_type);
- stbi__rewind(s);
- return r;
-}
-
-static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp)
-{
- if (!decode_jpeg_header(j, SCAN_header)) {
- stbi__rewind( j->s );
- return 0;
- }
- if (x) *x = j->s->img_x;
- if (y) *y = j->s->img_y;
- if (comp) *comp = j->s->img_n;
- return 1;
-}
-
-static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__jpeg j;
- j.s = s;
- return stbi__jpeg_info_raw(&j, x, y, comp);
-}
-
-// public domain zlib decode v0.2 Sean Barrett 2006-11-18
-// simple implementation
-// - all input must be provided in an upfront buffer
-// - all output is written to a single output buffer (can malloc/realloc)
-// performance
-// - fast huffman
-
-// fast-way is faster to check than jpeg huffman, but slow way is slower
-#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables
-#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1)
-
-// zlib-style huffman encoding
-// (jpegs packs from left, zlib from right, so can't share code)
-typedef struct
-{
- stbi__uint16 fast[1 << STBI__ZFAST_BITS];
- stbi__uint16 firstcode[16];
- int maxcode[17];
- stbi__uint16 firstsymbol[16];
- stbi_uc size[288];
- stbi__uint16 value[288];
-} stbi__zhuffman;
-
-stbi_inline static int stbi__bitreverse16(int n)
-{
- n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1);
- n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2);
- n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4);
- n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8);
- return n;
-}
-
-stbi_inline static int stbi__bit_reverse(int v, int bits)
-{
- STBI_ASSERT(bits <= 16);
- // to bit reverse n bits, reverse 16 and shift
- // e.g. 11 bits, bit reverse and shift away 5
- return stbi__bitreverse16(v) >> (16-bits);
-}
-
-static int stbi__zbuild_huffman(stbi__zhuffman *z, stbi_uc *sizelist, int num)
-{
- int i,k=0;
- int code, next_code[16], sizes[17];
-
- // DEFLATE spec for generating codes
- memset(sizes, 0, sizeof(sizes));
- memset(z->fast, 255, sizeof(z->fast));
- for (i=0; i < num; ++i)
- ++sizes[sizelist[i]];
- sizes[0] = 0;
- for (i=1; i < 16; ++i)
- STBI_ASSERT(sizes[i] <= (1 << i));
- code = 0;
- for (i=1; i < 16; ++i) {
- next_code[i] = code;
- z->firstcode[i] = (stbi__uint16) code;
- z->firstsymbol[i] = (stbi__uint16) k;
- code = (code + sizes[i]);
- if (sizes[i])
- if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt JPEG");
- z->maxcode[i] = code << (16-i); // preshift for inner loop
- code <<= 1;
- k += sizes[i];
- }
- z->maxcode[16] = 0x10000; // sentinel
- for (i=0; i < num; ++i) {
- int s = sizelist[i];
- if (s) {
- int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];
- z->size [c] = (stbi_uc ) s;
- z->value[c] = (stbi__uint16) i;
- if (s <= STBI__ZFAST_BITS) {
- int k = stbi__bit_reverse(next_code[s],s);
- while (k < (1 << STBI__ZFAST_BITS)) {
- z->fast[k] = (stbi__uint16) c;
- k += (1 << s);
- }
- }
- ++next_code[s];
- }
- }
- return 1;
-}
-
-// zlib-from-memory implementation for PNG reading
-// because PNG allows splitting the zlib stream arbitrarily,
-// and it's annoying structurally to have PNG call ZLIB call PNG,
-// we require PNG read all the IDATs and combine them into a single
-// memory buffer
-
-typedef struct
-{
- stbi_uc *zbuffer, *zbuffer_end;
- int num_bits;
- stbi__uint32 code_buffer;
-
- char *zout;
- char *zout_start;
- char *zout_end;
- int z_expandable;
-
- stbi__zhuffman z_length, z_distance;
-} stbi__zbuf;
-
-stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z)
-{
- if (z->zbuffer >= z->zbuffer_end) return 0;
- return *z->zbuffer++;
-}
-
-static void stbi__fill_bits(stbi__zbuf *z)
-{
- do {
- STBI_ASSERT(z->code_buffer < (1U << z->num_bits));
- z->code_buffer |= stbi__zget8(z) << z->num_bits;
- z->num_bits += 8;
- } while (z->num_bits <= 24);
-}
-
-stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n)
-{
- unsigned int k;
- if (z->num_bits < n) stbi__fill_bits(z);
- k = z->code_buffer & ((1 << n) - 1);
- z->code_buffer >>= n;
- z->num_bits -= n;
- return k;
-}
-
-stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z)
-{
- int b,s,k;
- if (a->num_bits < 16) stbi__fill_bits(a);
- b = z->fast[a->code_buffer & STBI__ZFAST_MASK];
- if (b < 0xffff) {
- s = z->size[b];
- a->code_buffer >>= s;
- a->num_bits -= s;
- return z->value[b];
- }
-
- // not resolved by fast table, so compute it the slow way
- // use jpeg approach, which requires MSbits at top
- k = stbi__bit_reverse(a->code_buffer, 16);
- for (s=STBI__ZFAST_BITS+1; ; ++s)
- if (k < z->maxcode[s])
- break;
- if (s == 16) return -1; // invalid code!
- // code size is s, so:
- b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s];
- STBI_ASSERT(z->size[b] == s);
- a->code_buffer >>= s;
- a->num_bits -= s;
- return z->value[b];
-}
-
-static int stbi__zexpand(stbi__zbuf *z, int n) // need to make room for n bytes
-{
- char *q;
- int cur, limit;
- if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG");
- cur = (int) (z->zout - z->zout_start);
- limit = (int) (z->zout_end - z->zout_start);
- while (cur + n > limit)
- limit *= 2;
- q = (char *) realloc(z->zout_start, limit);
- if (q == NULL) return stbi__err("outofmem", "Out of memory");
- z->zout_start = q;
- z->zout = q + cur;
- z->zout_end = q + limit;
- return 1;
-}
-
-static int stbi__zlength_base[31] = {
- 3,4,5,6,7,8,9,10,11,13,
- 15,17,19,23,27,31,35,43,51,59,
- 67,83,99,115,131,163,195,227,258,0,0 };
-
-static int stbi__zlength_extra[31]=
-{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };
-
-static int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,
-257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0};
-
-static int stbi__zdist_extra[32] =
-{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13};
-
-static int stbi__parse_huffman_block(stbi__zbuf *a)
-{
- for(;;) {
- int z = stbi__zhuffman_decode(a, &a->z_length);
- if (z < 256) {
- if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes
- if (a->zout >= a->zout_end) if (!stbi__zexpand(a, 1)) return 0;
- *a->zout++ = (char) z;
- } else {
- stbi_uc *p;
- int len,dist;
- if (z == 256) return 1;
- z -= 257;
- len = stbi__zlength_base[z];
- if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);
- z = stbi__zhuffman_decode(a, &a->z_distance);
- if (z < 0) return stbi__err("bad huffman code","Corrupt PNG");
- dist = stbi__zdist_base[z];
- if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);
- if (a->zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG");
- if (a->zout + len > a->zout_end) if (!stbi__zexpand(a, len)) return 0;
- p = (stbi_uc *) (a->zout - dist);
- while (len--)
- *a->zout++ = *p++;
- }
- }
-}
-
-static int stbi__compute_huffman_codes(stbi__zbuf *a)
-{
- static stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };
- stbi__zhuffman z_codelength;
- stbi_uc lencodes[286+32+137];//padding for maximum single op
- stbi_uc codelength_sizes[19];
- int i,n;
-
- int hlit = stbi__zreceive(a,5) + 257;
- int hdist = stbi__zreceive(a,5) + 1;
- int hclen = stbi__zreceive(a,4) + 4;
-
- memset(codelength_sizes, 0, sizeof(codelength_sizes));
- for (i=0; i < hclen; ++i) {
- int s = stbi__zreceive(a,3);
- codelength_sizes[length_dezigzag[i]] = (stbi_uc) s;
- }
- if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;
-
- n = 0;
- while (n < hlit + hdist) {
- int c = stbi__zhuffman_decode(a, &z_codelength);
- STBI_ASSERT(c >= 0 && c < 19);
- if (c < 16)
- lencodes[n++] = (stbi_uc) c;
- else if (c == 16) {
- c = stbi__zreceive(a,2)+3;
- memset(lencodes+n, lencodes[n-1], c);
- n += c;
- } else if (c == 17) {
- c = stbi__zreceive(a,3)+3;
- memset(lencodes+n, 0, c);
- n += c;
- } else {
- STBI_ASSERT(c == 18);
- c = stbi__zreceive(a,7)+11;
- memset(lencodes+n, 0, c);
- n += c;
- }
- }
- if (n != hlit+hdist) return stbi__err("bad codelengths","Corrupt PNG");
- if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;
- if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0;
- return 1;
-}
-
-static int stbi__parse_uncomperssed_block(stbi__zbuf *a)
-{
- stbi_uc header[4];
- int len,nlen,k;
- if (a->num_bits & 7)
- stbi__zreceive(a, a->num_bits & 7); // discard
- // drain the bit-packed data into header
- k = 0;
- while (a->num_bits > 0) {
- header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check
- a->code_buffer >>= 8;
- a->num_bits -= 8;
- }
- STBI_ASSERT(a->num_bits == 0);
- // now fill header the normal way
- while (k < 4)
- header[k++] = stbi__zget8(a);
- len = header[1] * 256 + header[0];
- nlen = header[3] * 256 + header[2];
- if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG");
- if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG");
- if (a->zout + len > a->zout_end)
- if (!stbi__zexpand(a, len)) return 0;
- memcpy(a->zout, a->zbuffer, len);
- a->zbuffer += len;
- a->zout += len;
- return 1;
-}
-
-static int stbi__parse_zlib_header(stbi__zbuf *a)
-{
- int cmf = stbi__zget8(a);
- int cm = cmf & 15;
- /* int cinfo = cmf >> 4; */
- int flg = stbi__zget8(a);
- if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec
- if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png
- if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png
- // window = 1 << (8 + cinfo)... but who cares, we fully buffer output
- return 1;
-}
-
-// @TODO: should statically initialize these for optimal thread safety
-static stbi_uc stbi__zdefault_length[288], stbi__zdefault_distance[32];
-static void stbi__init_zdefaults(void)
-{
- int i; // use <= to match clearly with spec
- for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8;
- for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9;
- for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7;
- for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8;
-
- for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5;
-}
-
-static int stbi__parse_zlib(stbi__zbuf *a, int parse_header)
-{
- int final, type;
- if (parse_header)
- if (!stbi__parse_zlib_header(a)) return 0;
- a->num_bits = 0;
- a->code_buffer = 0;
- do {
- final = stbi__zreceive(a,1);
- type = stbi__zreceive(a,2);
- if (type == 0) {
- if (!stbi__parse_uncomperssed_block(a)) return 0;
- } else if (type == 3) {
- return 0;
- } else {
- if (type == 1) {
- // use fixed code lengths
- if (!stbi__zdefault_distance[31]) stbi__init_zdefaults();
- if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , 288)) return 0;
- if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0;
- } else {
- if (!stbi__compute_huffman_codes(a)) return 0;
- }
- if (!stbi__parse_huffman_block(a)) return 0;
- }
- } while (!final);
- return 1;
-}
-
-static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header)
-{
- a->zout_start = obuf;
- a->zout = obuf;
- a->zout_end = obuf + olen;
- a->z_expandable = exp;
-
- return stbi__parse_zlib(a, parse_header);
-}
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(initial_size);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer + len;
- if (stbi__do_zlib(&a, p, initial_size, 1, 1)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen)
-{
- return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);
-}
-
-STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(initial_size);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer + len;
- if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen)
-{
- stbi__zbuf a;
- a.zbuffer = (stbi_uc *) ibuffer;
- a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
- if (stbi__do_zlib(&a, obuffer, olen, 0, 1))
- return (int) (a.zout - a.zout_start);
- else
- return -1;
-}
-
-STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen)
-{
- stbi__zbuf a;
- char *p = (char *) stbi__malloc(16384);
- if (p == NULL) return NULL;
- a.zbuffer = (stbi_uc *) buffer;
- a.zbuffer_end = (stbi_uc *) buffer+len;
- if (stbi__do_zlib(&a, p, 16384, 1, 0)) {
- if (outlen) *outlen = (int) (a.zout - a.zout_start);
- return a.zout_start;
- } else {
- free(a.zout_start);
- return NULL;
- }
-}
-
-STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen)
-{
- stbi__zbuf a;
- a.zbuffer = (stbi_uc *) ibuffer;
- a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
- if (stbi__do_zlib(&a, obuffer, olen, 0, 0))
- return (int) (a.zout - a.zout_start);
- else
- return -1;
-}
-
-// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18
-// simple implementation
-// - only 8-bit samples
-// - no CRC checking
-// - allocates lots of intermediate memory
-// - avoids problem of streaming data between subsystems
-// - avoids explicit window management
-// performance
-// - uses stb_zlib, a PD zlib implementation with fast huffman decoding
-
-
-typedef struct
-{
- stbi__uint32 length;
- stbi__uint32 type;
-} stbi__pngchunk;
-
-#define PNG_TYPE(a,b,c,d) (((a) << 24) + ((b) << 16) + ((c) << 8) + (d))
-
-static stbi__pngchunk stbi__get_chunk_header(stbi__context *s)
-{
- stbi__pngchunk c;
- c.length = stbi__get32be(s);
- c.type = stbi__get32be(s);
- return c;
-}
-
-static int stbi__check_png_header(stbi__context *s)
-{
- static stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };
- int i;
- for (i=0; i < 8; ++i)
- if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG");
- return 1;
-}
-
-typedef struct
-{
- stbi__context *s;
- stbi_uc *idata, *expanded, *out;
-} stbi__png;
-
-
-enum {
- STBI__F_none=0, STBI__F_sub=1, STBI__F_up=2, STBI__F_avg=3, STBI__F_paeth=4,
- STBI__F_avg_first, STBI__F_paeth_first
-};
-
-static stbi_uc first_row_filter[5] =
-{
- STBI__F_none, STBI__F_sub, STBI__F_none, STBI__F_avg_first, STBI__F_paeth_first
-};
-
-static int stbi__paeth(int a, int b, int c)
-{
- int p = a + b - c;
- int pa = abs(p-a);
- int pb = abs(p-b);
- int pc = abs(p-c);
- if (pa <= pb && pa <= pc) return a;
- if (pb <= pc) return b;
- return c;
-}
-
-#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings
-
-// create the png data from post-deflated data
-static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)
-{
- stbi__context *s = a->s;
- stbi__uint32 i,j,stride = x*out_n;
- stbi__uint32 img_len;
- int k;
- int img_n = s->img_n; // copy it into a local for later
- stbi_uc* line8 = NULL; // point into raw when depth==8 else temporary local buffer
-
- STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1);
- a->out = (stbi_uc *) stbi__malloc(x * y * out_n);
- if (!a->out) return stbi__err("outofmem", "Out of memory");
-
- img_len = ((((img_n * x * depth) + 7) >> 3) + 1) * y;
- if (s->img_x == x && s->img_y == y) {
- if (raw_len != img_len) return stbi__err("not enough pixels","Corrupt PNG");
- } else { // interlaced:
- if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG");
- }
-
- if (depth != 8) {
- line8 = (stbi_uc *) stbi__malloc((x+7) * out_n); // allocate buffer for one scanline
- if (!line8) return stbi__err("outofmem", "Out of memory");
- }
-
- for (j=0; j < y; ++j) {
- stbi_uc *in;
- stbi_uc *cur = a->out + stride*j;
- stbi_uc *prior = cur - stride;
- int filter = *raw++;
- if (filter > 4) {
- if (depth != 8) free(line8);
- return stbi__err("invalid filter","Corrupt PNG");
- }
-
- if (depth == 8) {
- in = raw;
- raw += x*img_n;
- }
- else {
- // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit
- // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop
- in = line8;
- stbi_uc* decode_out = line8;
- stbi_uc scale = (color == 0) ? 0xFF/((1<= 1; k-=2, raw++) {
- *decode_out++ = scale * ((*raw >> 4) );
- *decode_out++ = scale * ((*raw ) & 0x0f);
- }
- } else if (depth == 2) {
- for (k=x*img_n; k >= 1; k-=4, raw++) {
- *decode_out++ = scale * ((*raw >> 6) );
- *decode_out++ = scale * ((*raw >> 4) & 0x03);
- *decode_out++ = scale * ((*raw >> 2) & 0x03);
- *decode_out++ = scale * ((*raw ) & 0x03);
- }
- } else if (depth == 1) {
- for (k=x*img_n; k >= 1; k-=8, raw++) {
- *decode_out++ = scale * ((*raw >> 7) );
- *decode_out++ = scale * ((*raw >> 6) & 0x01);
- *decode_out++ = scale * ((*raw >> 5) & 0x01);
- *decode_out++ = scale * ((*raw >> 4) & 0x01);
- *decode_out++ = scale * ((*raw >> 3) & 0x01);
- *decode_out++ = scale * ((*raw >> 2) & 0x01);
- *decode_out++ = scale * ((*raw >> 1) & 0x01);
- *decode_out++ = scale * ((*raw ) & 0x01);
- }
- }
- }
-
- // if first row, use special filter that doesn't sample previous row
- if (j == 0) filter = first_row_filter[filter];
-
- // handle first pixel explicitly
- for (k=0; k < img_n; ++k) {
- switch (filter) {
- case STBI__F_none : cur[k] = in[k]; break;
- case STBI__F_sub : cur[k] = in[k]; break;
- case STBI__F_up : cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- case STBI__F_avg : cur[k] = STBI__BYTECAST(in[k] + (prior[k]>>1)); break;
- case STBI__F_paeth : cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(0,prior[k],0)); break;
- case STBI__F_avg_first : cur[k] = in[k]; break;
- case STBI__F_paeth_first: cur[k] = in[k]; break;
- }
- }
- if (img_n != out_n) cur[img_n] = 255;
- in += img_n;
- cur += out_n;
- prior += out_n;
- // this is a little gross, so that we don't switch per-pixel or per-component
- if (img_n == out_n) {
- #define CASE(f) \
- case f: \
- for (i=x-1; i >= 1; --i, in+=img_n,cur+=img_n,prior+=img_n) \
- for (k=0; k < img_n; ++k)
- switch (filter) {
- CASE(STBI__F_none) cur[k] = in[k]; break;
- CASE(STBI__F_sub) cur[k] = STBI__BYTECAST(in[k] + cur[k-img_n]); break;
- CASE(STBI__F_up) cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- CASE(STBI__F_avg) cur[k] = STBI__BYTECAST(in[k] + ((prior[k] + cur[k-img_n])>>1)); break;
- CASE(STBI__F_paeth) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-img_n],prior[k],prior[k-img_n])); break;
- CASE(STBI__F_avg_first) cur[k] = STBI__BYTECAST(in[k] + (cur[k-img_n] >> 1)); break;
- CASE(STBI__F_paeth_first) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-img_n],0,0)); break;
- }
- #undef CASE
- } else {
- STBI_ASSERT(img_n+1 == out_n);
- #define CASE(f) \
- case f: \
- for (i=x-1; i >= 1; --i, cur[img_n]=255,in+=img_n,cur+=out_n,prior+=out_n) \
- for (k=0; k < img_n; ++k)
- switch (filter) {
- CASE(STBI__F_none) cur[k] = in[k]; break;
- CASE(STBI__F_sub) cur[k] = STBI__BYTECAST(in[k] + cur[k-out_n]); break;
- CASE(STBI__F_up) cur[k] = STBI__BYTECAST(in[k] + prior[k]); break;
- CASE(STBI__F_avg) cur[k] = STBI__BYTECAST(in[k] + ((prior[k] + cur[k-out_n])>>1)); break;
- CASE(STBI__F_paeth) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-out_n],prior[k],prior[k-out_n])); break;
- CASE(STBI__F_avg_first) cur[k] = STBI__BYTECAST(in[k] + (cur[k-out_n] >> 1)); break;
- CASE(STBI__F_paeth_first) cur[k] = STBI__BYTECAST(in[k] + stbi__paeth(cur[k-out_n],0,0)); break;
- }
- #undef CASE
- }
- }
-
- if (depth != 8) free(line8);
- return 1;
-}
-
-static int stbi__create_png_image(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, int depth, int color, int interlaced)
-{
- stbi_uc *final;
- int p;
- if (!interlaced)
- return stbi__create_png_image_raw(a, raw, raw_len, out_n, a->s->img_x, a->s->img_y, depth, color);
-
- // de-interlacing
- final = (stbi_uc *) stbi__malloc(a->s->img_x * a->s->img_y * out_n);
- for (p=0; p < 7; ++p) {
- int xorig[] = { 0,4,0,2,0,1,0 };
- int yorig[] = { 0,0,4,0,2,0,1 };
- int xspc[] = { 8,8,4,4,2,2,1 };
- int yspc[] = { 8,8,8,4,4,2,2 };
- int i,j,x,y;
- // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1
- x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p];
- y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p];
- if (x && y) {
- stbi__uint32 img_len = ((((out_n * x * depth) + 7) >> 3) + 1) * y;
- if (!stbi__create_png_image_raw(a, raw, raw_len, out_n, x, y, depth, color)) {
- free(final);
- return 0;
- }
- for (j=0; j < y; ++j)
- for (i=0; i < x; ++i)
- memcpy(final + (j*yspc[p]+yorig[p])*a->s->img_x*out_n + (i*xspc[p]+xorig[p])*out_n,
- a->out + (j*x+i)*out_n, out_n);
- free(a->out);
- raw += img_len;
- raw_len -= img_len;
- }
- }
- a->out = final;
-
- return 1;
-}
-
-static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n)
-{
- stbi__context *s = z->s;
- stbi__uint32 i, pixel_count = s->img_x * s->img_y;
- stbi_uc *p = z->out;
-
- // compute color-based transparency, assuming we've
- // already got 255 as the alpha value in the output
- STBI_ASSERT(out_n == 2 || out_n == 4);
-
- if (out_n == 2) {
- for (i=0; i < pixel_count; ++i) {
- p[1] = (p[0] == tc[0] ? 0 : 255);
- p += 2;
- }
- } else {
- for (i=0; i < pixel_count; ++i) {
- if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])
- p[3] = 0;
- p += 4;
- }
- }
- return 1;
-}
-
-static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n)
-{
- stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;
- stbi_uc *p, *temp_out, *orig = a->out;
-
- p = (stbi_uc *) stbi__malloc(pixel_count * pal_img_n);
- if (p == NULL) return stbi__err("outofmem", "Out of memory");
-
- // between here and free(out) below, exitting would leak
- temp_out = p;
-
- if (pal_img_n == 3) {
- for (i=0; i < pixel_count; ++i) {
- int n = orig[i]*4;
- p[0] = palette[n ];
- p[1] = palette[n+1];
- p[2] = palette[n+2];
- p += 3;
- }
- } else {
- for (i=0; i < pixel_count; ++i) {
- int n = orig[i]*4;
- p[0] = palette[n ];
- p[1] = palette[n+1];
- p[2] = palette[n+2];
- p[3] = palette[n+3];
- p += 4;
- }
- }
- free(a->out);
- a->out = temp_out;
-
- STBI_NOTUSED(len);
-
- return 1;
-}
-
-static int stbi__unpremultiply_on_load = 0;
-static int stbi__de_iphone_flag = 0;
-
-STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)
-{
- stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply;
-}
-
-STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)
-{
- stbi__de_iphone_flag = flag_true_if_should_convert;
-}
-
-static void stbi__de_iphone(stbi__png *z)
-{
- stbi__context *s = z->s;
- stbi__uint32 i, pixel_count = s->img_x * s->img_y;
- stbi_uc *p = z->out;
-
- if (s->img_out_n == 3) { // convert bgr to rgb
- for (i=0; i < pixel_count; ++i) {
- stbi_uc t = p[0];
- p[0] = p[2];
- p[2] = t;
- p += 3;
- }
- } else {
- STBI_ASSERT(s->img_out_n == 4);
- if (stbi__unpremultiply_on_load) {
- // convert bgr to rgb and unpremultiply
- for (i=0; i < pixel_count; ++i) {
- stbi_uc a = p[3];
- stbi_uc t = p[0];
- if (a) {
- p[0] = p[2] * 255 / a;
- p[1] = p[1] * 255 / a;
- p[2] = t * 255 / a;
- } else {
- p[0] = p[2];
- p[2] = t;
- }
- p += 4;
- }
- } else {
- // convert bgr to rgb
- for (i=0; i < pixel_count; ++i) {
- stbi_uc t = p[0];
- p[0] = p[2];
- p[2] = t;
- p += 4;
- }
- }
- }
-}
-
-static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)
-{
- stbi_uc palette[1024], pal_img_n=0;
- stbi_uc has_trans=0, tc[3];
- stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0;
- int first=1,k,interlace=0, color=0, depth=0, is_iphone=0;
- stbi__context *s = z->s;
-
- z->expanded = NULL;
- z->idata = NULL;
- z->out = NULL;
-
- if (!stbi__check_png_header(s)) return 0;
-
- if (scan == SCAN_type) return 1;
-
- for (;;) {
- stbi__pngchunk c = stbi__get_chunk_header(s);
- switch (c.type) {
- case PNG_TYPE('C','g','B','I'):
- is_iphone = 1;
- stbi__skip(s, c.length);
- break;
- case PNG_TYPE('I','H','D','R'): {
- int comp,filter;
- if (!first) return stbi__err("multiple IHDR","Corrupt PNG");
- first = 0;
- if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG");
- s->img_x = stbi__get32be(s); if (s->img_x > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
- s->img_y = stbi__get32be(s); if (s->img_y > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
- depth = stbi__get8(s); if (depth != 1 && depth != 2 && depth != 4 && depth != 8) return stbi__err("1/2/4/8-bit only","PNG not supported: 1/2/4/8-bit only");
- color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG");
- if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG");
- comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG");
- filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG");
- interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG");
- if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG");
- if (!pal_img_n) {
- s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);
- if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
- if (scan == SCAN_header) return 1;
- } else {
- // if paletted, then pal_n is our final components, and
- // img_n is # components to decompress/filter.
- s->img_n = 1;
- if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG");
- // if SCAN_header, have to scan to see if we have a tRNS
- }
- break;
- }
-
- case PNG_TYPE('P','L','T','E'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG");
- pal_len = c.length / 3;
- if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG");
- for (i=0; i < pal_len; ++i) {
- palette[i*4+0] = stbi__get8(s);
- palette[i*4+1] = stbi__get8(s);
- palette[i*4+2] = stbi__get8(s);
- palette[i*4+3] = 255;
- }
- break;
- }
-
- case PNG_TYPE('t','R','N','S'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG");
- if (pal_img_n) {
- if (scan == SCAN_header) { s->img_n = 4; return 1; }
- if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG");
- if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG");
- pal_img_n = 4;
- for (i=0; i < c.length; ++i)
- palette[i*4+3] = stbi__get8(s);
- } else {
- if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG");
- if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG");
- has_trans = 1;
- for (k=0; k < s->img_n; ++k)
- tc[k] = (stbi_uc) (stbi__get16be(s) & 255); // non 8-bit images will be larger
- }
- break;
- }
-
- case PNG_TYPE('I','D','A','T'): {
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG");
- if (scan == SCAN_header) { s->img_n = pal_img_n; return 1; }
- if (ioff + c.length > idata_limit) {
- stbi_uc *p;
- if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;
- while (ioff + c.length > idata_limit)
- idata_limit *= 2;
- p = (stbi_uc *) realloc(z->idata, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory");
- z->idata = p;
- }
- if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG");
- ioff += c.length;
- break;
- }
-
- case PNG_TYPE('I','E','N','D'): {
- stbi__uint32 raw_len;
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if (scan != SCAN_load) return 1;
- if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG");
- z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, 16384, (int *) &raw_len, !is_iphone);
- if (z->expanded == NULL) return 0; // zlib should set error
- free(z->idata); z->idata = NULL;
- if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans)
- s->img_out_n = s->img_n+1;
- else
- s->img_out_n = s->img_n;
- if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, depth, color, interlace)) return 0;
- if (has_trans)
- if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;
- if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)
- stbi__de_iphone(z);
- if (pal_img_n) {
- // pal_img_n == 3 or 4
- s->img_n = pal_img_n; // record the actual colors we had
- s->img_out_n = pal_img_n;
- if (req_comp >= 3) s->img_out_n = req_comp;
- if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))
- return 0;
- }
- free(z->expanded); z->expanded = NULL;
- return 1;
- }
-
- default:
- // if critical, fail
- if (first) return stbi__err("first not IHDR", "Corrupt PNG");
- if ((c.type & (1 << 29)) == 0) {
- #ifndef STBI_NO_FAILURE_STRINGS
- // not threadsafe
- static char invalid_chunk[] = "XXXX PNG chunk not known";
- invalid_chunk[0] = STBI__BYTECAST(c.type >> 24);
- invalid_chunk[1] = STBI__BYTECAST(c.type >> 16);
- invalid_chunk[2] = STBI__BYTECAST(c.type >> 8);
- invalid_chunk[3] = STBI__BYTECAST(c.type >> 0);
- #endif
- return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type");
- }
- stbi__skip(s, c.length);
- break;
- }
- // end of PNG chunk, read and skip CRC
- stbi__get32be(s);
- }
-}
-
-static unsigned char *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp)
-{
- unsigned char *result=NULL;
- if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
- if (stbi__parse_png_file(p, SCAN_load, req_comp)) {
- result = p->out;
- p->out = NULL;
- if (req_comp && req_comp != p->s->img_out_n) {
- result = stbi__convert_format(result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);
- p->s->img_out_n = req_comp;
- if (result == NULL) return result;
- }
- *x = p->s->img_x;
- *y = p->s->img_y;
- if (n) *n = p->s->img_out_n;
- }
- free(p->out); p->out = NULL;
- free(p->expanded); p->expanded = NULL;
- free(p->idata); p->idata = NULL;
-
- return result;
-}
-
-static unsigned char *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi__png p;
- p.s = s;
- return stbi__do_png(&p, x,y,comp,req_comp);
-}
-
-static int stbi__png_test(stbi__context *s)
-{
- int r;
- r = stbi__check_png_header(s);
- stbi__rewind(s);
- return r;
-}
-
-static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp)
-{
- if (!stbi__parse_png_file(p, SCAN_header, 0)) {
- stbi__rewind( p->s );
- return 0;
- }
- if (x) *x = p->s->img_x;
- if (y) *y = p->s->img_y;
- if (comp) *comp = p->s->img_n;
- return 1;
-}
-
-static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__png p;
- p.s = s;
- return stbi__png_info_raw(&p, x, y, comp);
-}
-
-// Microsoft/Windows BMP image
-static int stbi__bmp_test_raw(stbi__context *s)
-{
- int r;
- int sz;
- if (stbi__get8(s) != 'B') return 0;
- if (stbi__get8(s) != 'M') return 0;
- stbi__get32le(s); // discard filesize
- stbi__get16le(s); // discard reserved
- stbi__get16le(s); // discard reserved
- stbi__get32le(s); // discard data offset
- sz = stbi__get32le(s);
- r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);
- return r;
-}
-
-static int stbi__bmp_test(stbi__context *s)
-{
- int r = stbi__bmp_test_raw(s);
- stbi__rewind(s);
- return r;
-}
-
-
-// returns 0..31 for the highest set bit
-static int stbi__high_bit(unsigned int z)
-{
- int n=0;
- if (z == 0) return -1;
- if (z >= 0x10000) n += 16, z >>= 16;
- if (z >= 0x00100) n += 8, z >>= 8;
- if (z >= 0x00010) n += 4, z >>= 4;
- if (z >= 0x00004) n += 2, z >>= 2;
- if (z >= 0x00002) n += 1, z >>= 1;
- return n;
-}
-
-static int stbi__bitcount(unsigned int a)
-{
- a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2
- a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4
- a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits
- a = (a + (a >> 8)); // max 16 per 8 bits
- a = (a + (a >> 16)); // max 32 per 8 bits
- return a & 0xff;
-}
-
-static int stbi__shiftsigned(int v, int shift, int bits)
-{
- int result;
- int z=0;
-
- if (shift < 0) v <<= -shift;
- else v >>= shift;
- result = v;
-
- z = bits;
- while (z < 8) {
- result += v >> z;
- z += bits;
- }
- return result;
-}
-
-static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi_uc *out;
- unsigned int mr=0,mg=0,mb=0,ma=0, fake_a=0;
- stbi_uc pal[256][4];
- int psize=0,i,j,compress=0,width;
- int bpp, flip_vertically, pad, target, offset, hsz;
- if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP");
- stbi__get32le(s); // discard filesize
- stbi__get16le(s); // discard reserved
- stbi__get16le(s); // discard reserved
- offset = stbi__get32le(s);
- hsz = stbi__get32le(s);
- if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown");
- if (hsz == 12) {
- s->img_x = stbi__get16le(s);
- s->img_y = stbi__get16le(s);
- } else {
- s->img_x = stbi__get32le(s);
- s->img_y = stbi__get32le(s);
- }
- if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP");
- bpp = stbi__get16le(s);
- if (bpp == 1) return stbi__errpuc("monochrome", "BMP type not supported: 1-bit");
- flip_vertically = ((int) s->img_y) > 0;
- s->img_y = abs((int) s->img_y);
- if (hsz == 12) {
- if (bpp < 24)
- psize = (offset - 14 - 24) / 3;
- } else {
- compress = stbi__get32le(s);
- if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE");
- stbi__get32le(s); // discard sizeof
- stbi__get32le(s); // discard hres
- stbi__get32le(s); // discard vres
- stbi__get32le(s); // discard colorsused
- stbi__get32le(s); // discard max important
- if (hsz == 40 || hsz == 56) {
- if (hsz == 56) {
- stbi__get32le(s);
- stbi__get32le(s);
- stbi__get32le(s);
- stbi__get32le(s);
- }
- if (bpp == 16 || bpp == 32) {
- mr = mg = mb = 0;
- if (compress == 0) {
- if (bpp == 32) {
- mr = 0xffu << 16;
- mg = 0xffu << 8;
- mb = 0xffu << 0;
- ma = 0xffu << 24;
- fake_a = 1; // @TODO: check for cases like alpha value is all 0 and switch it to 255
- STBI_NOTUSED(fake_a);
- } else {
- mr = 31u << 10;
- mg = 31u << 5;
- mb = 31u << 0;
- }
- } else if (compress == 3) {
- mr = stbi__get32le(s);
- mg = stbi__get32le(s);
- mb = stbi__get32le(s);
- // not documented, but generated by photoshop and handled by mspaint
- if (mr == mg && mg == mb) {
- // ?!?!?
- return stbi__errpuc("bad BMP", "bad BMP");
- }
- } else
- return stbi__errpuc("bad BMP", "bad BMP");
- }
- } else {
- STBI_ASSERT(hsz == 108 || hsz == 124);
- mr = stbi__get32le(s);
- mg = stbi__get32le(s);
- mb = stbi__get32le(s);
- ma = stbi__get32le(s);
- stbi__get32le(s); // discard color space
- for (i=0; i < 12; ++i)
- stbi__get32le(s); // discard color space parameters
- if (hsz == 124) {
- stbi__get32le(s); // discard rendering intent
- stbi__get32le(s); // discard offset of profile data
- stbi__get32le(s); // discard size of profile data
- stbi__get32le(s); // discard reserved
- }
- }
- if (bpp < 16)
- psize = (offset - 14 - hsz) >> 2;
- }
- s->img_n = ma ? 4 : 3;
- if (req_comp && req_comp >= 3) // we can directly decode 3 or 4
- target = req_comp;
- else
- target = s->img_n; // if they want monochrome, we'll post-convert
- out = (stbi_uc *) stbi__malloc(target * s->img_x * s->img_y);
- if (!out) return stbi__errpuc("outofmem", "Out of memory");
- if (bpp < 16) {
- int z=0;
- if (psize == 0 || psize > 256) { free(out); return stbi__errpuc("invalid", "Corrupt BMP"); }
- for (i=0; i < psize; ++i) {
- pal[i][2] = stbi__get8(s);
- pal[i][1] = stbi__get8(s);
- pal[i][0] = stbi__get8(s);
- if (hsz != 12) stbi__get8(s);
- pal[i][3] = 255;
- }
- stbi__skip(s, offset - 14 - hsz - psize * (hsz == 12 ? 3 : 4));
- if (bpp == 4) width = (s->img_x + 1) >> 1;
- else if (bpp == 8) width = s->img_x;
- else { free(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); }
- pad = (-width)&3;
- for (j=0; j < (int) s->img_y; ++j) {
- for (i=0; i < (int) s->img_x; i += 2) {
- int v=stbi__get8(s),v2=0;
- if (bpp == 4) {
- v2 = v & 15;
- v >>= 4;
- }
- out[z++] = pal[v][0];
- out[z++] = pal[v][1];
- out[z++] = pal[v][2];
- if (target == 4) out[z++] = 255;
- if (i+1 == (int) s->img_x) break;
- v = (bpp == 8) ? stbi__get8(s) : v2;
- out[z++] = pal[v][0];
- out[z++] = pal[v][1];
- out[z++] = pal[v][2];
- if (target == 4) out[z++] = 255;
- }
- stbi__skip(s, pad);
- }
- } else {
- int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0;
- int z = 0;
- int easy=0;
- stbi__skip(s, offset - 14 - hsz);
- if (bpp == 24) width = 3 * s->img_x;
- else if (bpp == 16) width = 2*s->img_x;
- else /* bpp = 32 and pad = 0 */ width=0;
- pad = (-width) & 3;
- if (bpp == 24) {
- easy = 1;
- } else if (bpp == 32) {
- if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)
- easy = 2;
- }
- if (!easy) {
- if (!mr || !mg || !mb) { free(out); return stbi__errpuc("bad masks", "Corrupt BMP"); }
- // right shift amt to put high bit in position #7
- rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr);
- gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg);
- bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb);
- ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma);
- }
- for (j=0; j < (int) s->img_y; ++j) {
- if (easy) {
- for (i=0; i < (int) s->img_x; ++i) {
- unsigned char a;
- out[z+2] = stbi__get8(s);
- out[z+1] = stbi__get8(s);
- out[z+0] = stbi__get8(s);
- z += 3;
- a = (easy == 2 ? stbi__get8(s) : 255);
- if (target == 4) out[z++] = a;
- }
- } else {
- for (i=0; i < (int) s->img_x; ++i) {
- stbi__uint32 v = (stbi__uint32) (bpp == 16 ? stbi__get16le(s) : stbi__get32le(s));
- int a;
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));
- out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));
- a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);
- if (target == 4) out[z++] = STBI__BYTECAST(a);
- }
- }
- stbi__skip(s, pad);
- }
- }
- if (flip_vertically) {
- stbi_uc t;
- for (j=0; j < (int) s->img_y>>1; ++j) {
- stbi_uc *p1 = out + j *s->img_x*target;
- stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target;
- for (i=0; i < (int) s->img_x*target; ++i) {
- t = p1[i], p1[i] = p2[i], p2[i] = t;
- }
- }
- }
-
- if (req_comp && req_comp != target) {
- out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);
- if (out == NULL) return out; // stbi__convert_format frees input on failure
- }
-
- *x = s->img_x;
- *y = s->img_y;
- if (comp) *comp = s->img_n;
- return out;
-}
-
-// Targa Truevision - TGA
-// by Jonathan Dummer
-
-static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int tga_w, tga_h, tga_comp;
- int sz;
- stbi__get8(s); // discard Offset
- sz = stbi__get8(s); // color type
- if( sz > 1 ) {
- stbi__rewind(s);
- return 0; // only RGB or indexed allowed
- }
- sz = stbi__get8(s); // image type
- // only RGB or grey allowed, +/- RLE
- if ((sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11)) return 0;
- stbi__skip(s,9);
- tga_w = stbi__get16le(s);
- if( tga_w < 1 ) {
- stbi__rewind(s);
- return 0; // test width
- }
- tga_h = stbi__get16le(s);
- if( tga_h < 1 ) {
- stbi__rewind(s);
- return 0; // test height
- }
- sz = stbi__get8(s); // bits per pixel
- // only RGB or RGBA or grey allowed
- if ((sz != 8) && (sz != 16) && (sz != 24) && (sz != 32)) {
- stbi__rewind(s);
- return 0;
- }
- tga_comp = sz;
- if (x) *x = tga_w;
- if (y) *y = tga_h;
- if (comp) *comp = tga_comp / 8;
- return 1; // seems to have passed everything
-}
-
-static int stbi__tga_test(stbi__context *s)
-{
- int res;
- int sz;
- stbi__get8(s); // discard Offset
- sz = stbi__get8(s); // color type
- if ( sz > 1 ) return 0; // only RGB or indexed allowed
- sz = stbi__get8(s); // image type
- if ( (sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11) ) return 0; // only RGB or grey allowed, +/- RLE
- stbi__get16be(s); // discard palette start
- stbi__get16be(s); // discard palette length
- stbi__get8(s); // discard bits per palette color entry
- stbi__get16be(s); // discard x origin
- stbi__get16be(s); // discard y origin
- if ( stbi__get16be(s) < 1 ) return 0; // test width
- if ( stbi__get16be(s) < 1 ) return 0; // test height
- sz = stbi__get8(s); // bits per pixel
- if ( (sz != 8) && (sz != 16) && (sz != 24) && (sz != 32) )
- res = 0;
- else
- res = 1;
- stbi__rewind(s);
- return res;
-}
-
-static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- // read in the TGA header stuff
- int tga_offset = stbi__get8(s);
- int tga_indexed = stbi__get8(s);
- int tga_image_type = stbi__get8(s);
- int tga_is_RLE = 0;
- int tga_palette_start = stbi__get16le(s);
- int tga_palette_len = stbi__get16le(s);
- int tga_palette_bits = stbi__get8(s);
- int tga_x_origin = stbi__get16le(s);
- int tga_y_origin = stbi__get16le(s);
- int tga_width = stbi__get16le(s);
- int tga_height = stbi__get16le(s);
- int tga_bits_per_pixel = stbi__get8(s);
- int tga_comp = tga_bits_per_pixel / 8;
- int tga_inverted = stbi__get8(s);
- // image data
- unsigned char *tga_data;
- unsigned char *tga_palette = NULL;
- int i, j;
- unsigned char raw_data[4];
- int RLE_count = 0;
- int RLE_repeating = 0;
- int read_next_pixel = 1;
-
- // do a tiny bit of precessing
- if ( tga_image_type >= 8 )
- {
- tga_image_type -= 8;
- tga_is_RLE = 1;
- }
- /* int tga_alpha_bits = tga_inverted & 15; */
- tga_inverted = 1 - ((tga_inverted >> 5) & 1);
-
- // error check
- if ( //(tga_indexed) ||
- (tga_width < 1) || (tga_height < 1) ||
- (tga_image_type < 1) || (tga_image_type > 3) ||
- ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16) &&
- (tga_bits_per_pixel != 24) && (tga_bits_per_pixel != 32))
- )
- {
- return NULL; // we don't report this as a bad TGA because we don't even know if it's TGA
- }
-
- // If I'm paletted, then I'll use the number of bits from the palette
- if ( tga_indexed )
- {
- tga_comp = tga_palette_bits / 8;
- }
-
- // tga info
- *x = tga_width;
- *y = tga_height;
- if (comp) *comp = tga_comp;
-
- tga_data = (unsigned char*)stbi__malloc( tga_width * tga_height * tga_comp );
- if (!tga_data) return stbi__errpuc("outofmem", "Out of memory");
-
- // skip to the data's starting position (offset usually = 0)
- stbi__skip(s, tga_offset );
-
- if ( !tga_indexed && !tga_is_RLE) {
- for (i=0; i < tga_height; ++i) {
- int y = tga_inverted ? tga_height -i - 1 : i;
- stbi_uc *tga_row = tga_data + y*tga_width*tga_comp;
- stbi__getn(s, tga_row, tga_width * tga_comp);
- }
- } else {
- // do I need to load a palette?
- if ( tga_indexed)
- {
- // any data to skip? (offset usually = 0)
- stbi__skip(s, tga_palette_start );
- // load the palette
- tga_palette = (unsigned char*)stbi__malloc( tga_palette_len * tga_palette_bits / 8 );
- if (!tga_palette) {
- free(tga_data);
- return stbi__errpuc("outofmem", "Out of memory");
- }
- if (!stbi__getn(s, tga_palette, tga_palette_len * tga_palette_bits / 8 )) {
- free(tga_data);
- free(tga_palette);
- return stbi__errpuc("bad palette", "Corrupt TGA");
- }
- }
- // load the data
- for (i=0; i < tga_width * tga_height; ++i)
- {
- // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?
- if ( tga_is_RLE )
- {
- if ( RLE_count == 0 )
- {
- // yep, get the next byte as a RLE command
- int RLE_cmd = stbi__get8(s);
- RLE_count = 1 + (RLE_cmd & 127);
- RLE_repeating = RLE_cmd >> 7;
- read_next_pixel = 1;
- } else if ( !RLE_repeating )
- {
- read_next_pixel = 1;
- }
- } else
- {
- read_next_pixel = 1;
- }
- // OK, if I need to read a pixel, do it now
- if ( read_next_pixel )
- {
- // load however much data we did have
- if ( tga_indexed )
- {
- // read in 1 byte, then perform the lookup
- int pal_idx = stbi__get8(s);
- if ( pal_idx >= tga_palette_len )
- {
- // invalid index
- pal_idx = 0;
- }
- pal_idx *= tga_bits_per_pixel / 8;
- for (j = 0; j*8 < tga_bits_per_pixel; ++j)
- {
- raw_data[j] = tga_palette[pal_idx+j];
- }
- } else
- {
- // read in the data raw
- for (j = 0; j*8 < tga_bits_per_pixel; ++j)
- {
- raw_data[j] = stbi__get8(s);
- }
- }
- // clear the reading flag for the next pixel
- read_next_pixel = 0;
- } // end of reading a pixel
-
- // copy data
- for (j = 0; j < tga_comp; ++j)
- tga_data[i*tga_comp+j] = raw_data[j];
-
- // in case we're in RLE mode, keep counting down
- --RLE_count;
- }
- // do I need to invert the image?
- if ( tga_inverted )
- {
- for (j = 0; j*2 < tga_height; ++j)
- {
- int index1 = j * tga_width * tga_comp;
- int index2 = (tga_height - 1 - j) * tga_width * tga_comp;
- for (i = tga_width * tga_comp; i > 0; --i)
- {
- unsigned char temp = tga_data[index1];
- tga_data[index1] = tga_data[index2];
- tga_data[index2] = temp;
- ++index1;
- ++index2;
- }
- }
- }
- // clear my palette, if I had one
- if ( tga_palette != NULL )
- {
- free( tga_palette );
- }
- }
-
- // swap RGB
- if (tga_comp >= 3)
- {
- unsigned char* tga_pixel = tga_data;
- for (i=0; i < tga_width * tga_height; ++i)
- {
- unsigned char temp = tga_pixel[0];
- tga_pixel[0] = tga_pixel[2];
- tga_pixel[2] = temp;
- tga_pixel += tga_comp;
- }
- }
-
- // convert to target component count
- if (req_comp && req_comp != tga_comp)
- tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);
-
- // the things I do to get rid of an error message, and yet keep
- // Microsoft's C compilers happy... [8^(
- tga_palette_start = tga_palette_len = tga_palette_bits =
- tga_x_origin = tga_y_origin = 0;
- // OK, done
- return tga_data;
-}
-
-// *************************************************************************************************
-// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB
-
-static int stbi__psd_test(stbi__context *s)
-{
- int r = (stbi__get32be(s) == 0x38425053);
- stbi__rewind(s);
- return r;
-}
-
-static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- int pixelCount;
- int channelCount, compression;
- int channel, i, count, len;
- int w,h;
- stbi_uc *out;
-
- // Check identifier
- if (stbi__get32be(s) != 0x38425053) // "8BPS"
- return stbi__errpuc("not PSD", "Corrupt PSD image");
-
- // Check file type version.
- if (stbi__get16be(s) != 1)
- return stbi__errpuc("wrong version", "Unsupported version of PSD image");
-
- // Skip 6 reserved bytes.
- stbi__skip(s, 6 );
-
- // Read the number of channels (R, G, B, A, etc).
- channelCount = stbi__get16be(s);
- if (channelCount < 0 || channelCount > 16)
- return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image");
-
- // Read the rows and columns of the image.
- h = stbi__get32be(s);
- w = stbi__get32be(s);
-
- // Make sure the depth is 8 bits.
- if (stbi__get16be(s) != 8)
- return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 bit");
-
- // Make sure the color mode is RGB.
- // Valid options are:
- // 0: Bitmap
- // 1: Grayscale
- // 2: Indexed color
- // 3: RGB color
- // 4: CMYK color
- // 7: Multichannel
- // 8: Duotone
- // 9: Lab color
- if (stbi__get16be(s) != 3)
- return stbi__errpuc("wrong color format", "PSD is not in RGB color format");
-
- // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.)
- stbi__skip(s,stbi__get32be(s) );
-
- // Skip the image resources. (resolution, pen tool paths, etc)
- stbi__skip(s, stbi__get32be(s) );
-
- // Skip the reserved data.
- stbi__skip(s, stbi__get32be(s) );
-
- // Find out if the data is compressed.
- // Known values:
- // 0: no compression
- // 1: RLE compressed
- compression = stbi__get16be(s);
- if (compression > 1)
- return stbi__errpuc("bad compression", "PSD has an unknown compression format");
-
- // Create the destination image.
- out = (stbi_uc *) stbi__malloc(4 * w*h);
- if (!out) return stbi__errpuc("outofmem", "Out of memory");
- pixelCount = w*h;
-
- // Initialize the data to zero.
- //memset( out, 0, pixelCount * 4 );
-
- // Finally, the image data.
- if (compression) {
- // RLE as used by .PSD and .TIFF
- // Loop until you get the number of unpacked bytes you are expecting:
- // Read the next source byte into n.
- // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.
- // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.
- // Else if n is 128, noop.
- // Endloop
-
- // The RLE-compressed data is preceeded by a 2-byte data count for each row in the data,
- // which we're going to just skip.
- stbi__skip(s, h * channelCount * 2 );
-
- // Read the RLE data by channel.
- for (channel = 0; channel < 4; channel++) {
- stbi_uc *p;
-
- p = out+channel;
- if (channel >= channelCount) {
- // Fill this channel with default data.
- for (i = 0; i < pixelCount; i++) *p = (channel == 3 ? 255 : 0), p += 4;
- } else {
- // Read the RLE data.
- count = 0;
- while (count < pixelCount) {
- len = stbi__get8(s);
- if (len == 128) {
- // No-op.
- } else if (len < 128) {
- // Copy next len+1 bytes literally.
- len++;
- count += len;
- while (len) {
- *p = stbi__get8(s);
- p += 4;
- len--;
- }
- } else if (len > 128) {
- stbi_uc val;
- // Next -len+1 bytes in the dest are replicated from next source byte.
- // (Interpret len as a negative 8-bit int.)
- len ^= 0x0FF;
- len += 2;
- val = stbi__get8(s);
- count += len;
- while (len) {
- *p = val;
- p += 4;
- len--;
- }
- }
- }
- }
- }
-
- } else {
- // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...)
- // where each channel consists of an 8-bit value for each pixel in the image.
-
- // Read the data by channel.
- for (channel = 0; channel < 4; channel++) {
- stbi_uc *p;
-
- p = out + channel;
- if (channel > channelCount) {
- // Fill this channel with default data.
- for (i = 0; i < pixelCount; i++) *p = channel == 3 ? 255 : 0, p += 4;
- } else {
- // Read the data.
- for (i = 0; i < pixelCount; i++)
- *p = stbi__get8(s), p += 4;
- }
- }
- }
-
- if (req_comp && req_comp != 4) {
- out = stbi__convert_format(out, 4, req_comp, w, h);
- if (out == NULL) return out; // stbi__convert_format frees input on failure
- }
-
- if (comp) *comp = channelCount;
- *y = h;
- *x = w;
-
- return out;
-}
-
-// *************************************************************************************************
-// Softimage PIC loader
-// by Tom Seddon
-//
-// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format
-// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/
-
-static int stbi__pic_is4(stbi__context *s,const char *str)
-{
- int i;
- for (i=0; i<4; ++i)
- if (stbi__get8(s) != (stbi_uc)str[i])
- return 0;
-
- return 1;
-}
-
-static int stbi__pic_test_core(stbi__context *s)
-{
- int i;
-
- if (!stbi__pic_is4(s,"\x53\x80\xF6\x34"))
- return 0;
-
- for(i=0;i<84;++i)
- stbi__get8(s);
-
- if (!stbi__pic_is4(s,"PICT"))
- return 0;
-
- return 1;
-}
-
-typedef struct
-{
- stbi_uc size,type,channel;
-} stbi__pic_packet;
-
-static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest)
-{
- int mask=0x80, i;
-
- for (i=0; i<4; ++i, mask>>=1) {
- if (channel & mask) {
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short");
- dest[i]=stbi__get8(s);
- }
- }
-
- return dest;
-}
-
-static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src)
-{
- int mask=0x80,i;
-
- for (i=0;i<4; ++i, mask>>=1)
- if (channel&mask)
- dest[i]=src[i];
-}
-
-static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result)
-{
- int act_comp=0,num_packets=0,y,chained;
- stbi__pic_packet packets[10];
-
- // this will (should...) cater for even some bizarre stuff like having data
- // for the same channel in multiple packets.
- do {
- stbi__pic_packet *packet;
-
- if (num_packets==sizeof(packets)/sizeof(packets[0]))
- return stbi__errpuc("bad format","too many packets");
-
- packet = &packets[num_packets++];
-
- chained = stbi__get8(s);
- packet->size = stbi__get8(s);
- packet->type = stbi__get8(s);
- packet->channel = stbi__get8(s);
-
- act_comp |= packet->channel;
-
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)");
- if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp");
- } while (chained);
-
- *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?
-
- for(y=0; ytype) {
- default:
- return stbi__errpuc("bad format","packet has bad compression type");
-
- case 0: {//uncompressed
- int x;
-
- for(x=0;xchannel,dest))
- return 0;
- break;
- }
-
- case 1://Pure RLE
- {
- int left=width, i;
-
- while (left>0) {
- stbi_uc count,value[4];
-
- count=stbi__get8(s);
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)");
-
- if (count > left)
- count = (stbi_uc) left;
-
- if (!stbi__readval(s,packet->channel,value)) return 0;
-
- for(i=0; ichannel,dest,value);
- left -= count;
- }
- }
- break;
-
- case 2: {//Mixed RLE
- int left=width;
- while (left>0) {
- int count = stbi__get8(s), i;
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)");
-
- if (count >= 128) { // Repeated
- stbi_uc value[4];
- int i;
-
- if (count==128)
- count = stbi__get16be(s);
- else
- count -= 127;
- if (count > left)
- return stbi__errpuc("bad file","scanline overrun");
-
- if (!stbi__readval(s,packet->channel,value))
- return 0;
-
- for(i=0;ichannel,dest,value);
- } else { // Raw
- ++count;
- if (count>left) return stbi__errpuc("bad file","scanline overrun");
-
- for(i=0;ichannel,dest))
- return 0;
- }
- left-=count;
- }
- break;
- }
- }
- }
- }
-
- return result;
-}
-
-static stbi_uc *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp)
-{
- stbi_uc *result;
- int i, x,y;
-
- for (i=0; i<92; ++i)
- stbi__get8(s);
-
- x = stbi__get16be(s);
- y = stbi__get16be(s);
- if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)");
- if ((1 << 28) / x < y) return stbi__errpuc("too large", "Image too large to decode");
-
- stbi__get32be(s); //skip `ratio'
- stbi__get16be(s); //skip `fields'
- stbi__get16be(s); //skip `pad'
-
- // intermediate buffer is RGBA
- result = (stbi_uc *) stbi__malloc(x*y*4);
- memset(result, 0xff, x*y*4);
-
- if (!stbi__pic_load_core(s,x,y,comp, result)) {
- free(result);
- result=0;
- }
- *px = x;
- *py = y;
- if (req_comp == 0) req_comp = *comp;
- result=stbi__convert_format(result,4,req_comp,x,y);
-
- return result;
-}
-
-static int stbi__pic_test(stbi__context *s)
-{
- int r = stbi__pic_test_core(s);
- stbi__rewind(s);
- return r;
-}
-
-// *************************************************************************************************
-// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb
-typedef struct
-{
- stbi__int16 prefix;
- stbi_uc first;
- stbi_uc suffix;
-} stbi__gif_lzw;
-
-typedef struct
-{
- int w,h;
- stbi_uc *out; // output buffer (always 4 components)
- int flags, bgindex, ratio, transparent, eflags;
- stbi_uc pal[256][4];
- stbi_uc lpal[256][4];
- stbi__gif_lzw codes[4096];
- stbi_uc *color_table;
- int parse, step;
- int lflags;
- int start_x, start_y;
- int max_x, max_y;
- int cur_x, cur_y;
- int line_size;
-} stbi__gif;
-
-static int stbi__gif_test_raw(stbi__context *s)
-{
- int sz;
- if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;
- sz = stbi__get8(s);
- if (sz != '9' && sz != '7') return 0;
- if (stbi__get8(s) != 'a') return 0;
- return 1;
-}
-
-static int stbi__gif_test(stbi__context *s)
-{
- int r = stbi__gif_test_raw(s);
- stbi__rewind(s);
- return r;
-}
-
-static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp)
-{
- int i;
- for (i=0; i < num_entries; ++i) {
- pal[i][2] = stbi__get8(s);
- pal[i][1] = stbi__get8(s);
- pal[i][0] = stbi__get8(s);
- pal[i][3] = transp ? 0 : 255;
- }
-}
-
-static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info)
-{
- stbi_uc version;
- if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')
- return stbi__err("not GIF", "Corrupt GIF");
-
- version = stbi__get8(s);
- if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF");
- if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF");
-
- stbi__g_failure_reason = "";
- g->w = stbi__get16le(s);
- g->h = stbi__get16le(s);
- g->flags = stbi__get8(s);
- g->bgindex = stbi__get8(s);
- g->ratio = stbi__get8(s);
- g->transparent = -1;
-
- if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments
-
- if (is_info) return 1;
-
- if (g->flags & 0x80)
- stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1);
-
- return 1;
-}
-
-static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp)
-{
- stbi__gif g;
- if (!stbi__gif_header(s, &g, comp, 1)) {
- stbi__rewind( s );
- return 0;
- }
- if (x) *x = g.w;
- if (y) *y = g.h;
- return 1;
-}
-
-static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code)
-{
- stbi_uc *p, *c;
-
- // recurse to decode the prefixes, since the linked-list is backwards,
- // and working backwards through an interleaved image would be nasty
- if (g->codes[code].prefix >= 0)
- stbi__out_gif_code(g, g->codes[code].prefix);
-
- if (g->cur_y >= g->max_y) return;
-
- p = &g->out[g->cur_x + g->cur_y];
- c = &g->color_table[g->codes[code].suffix * 4];
-
- if (c[3] >= 128) {
- p[0] = c[2];
- p[1] = c[1];
- p[2] = c[0];
- p[3] = c[3];
- }
- g->cur_x += 4;
-
- if (g->cur_x >= g->max_x) {
- g->cur_x = g->start_x;
- g->cur_y += g->step;
-
- while (g->cur_y >= g->max_y && g->parse > 0) {
- g->step = (1 << g->parse) * g->line_size;
- g->cur_y = g->start_y + (g->step >> 1);
- --g->parse;
- }
- }
-}
-
-static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g)
-{
- stbi_uc lzw_cs;
- stbi__int32 len, code;
- stbi__uint32 first;
- stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;
- stbi__gif_lzw *p;
-
- lzw_cs = stbi__get8(s);
- clear = 1 << lzw_cs;
- first = 1;
- codesize = lzw_cs + 1;
- codemask = (1 << codesize) - 1;
- bits = 0;
- valid_bits = 0;
- for (code = 0; code < clear; code++) {
- g->codes[code].prefix = -1;
- g->codes[code].first = (stbi_uc) code;
- g->codes[code].suffix = (stbi_uc) code;
- }
-
- // support no starting clear code
- avail = clear+2;
- oldcode = -1;
-
- len = 0;
- for(;;) {
- if (valid_bits < codesize) {
- if (len == 0) {
- len = stbi__get8(s); // start new block
- if (len == 0)
- return g->out;
- }
- --len;
- bits |= (stbi__int32) stbi__get8(s) << valid_bits;
- valid_bits += 8;
- } else {
- stbi__int32 code = bits & codemask;
- bits >>= codesize;
- valid_bits -= codesize;
- // @OPTIMIZE: is there some way we can accelerate the non-clear path?
- if (code == clear) { // clear code
- codesize = lzw_cs + 1;
- codemask = (1 << codesize) - 1;
- avail = clear + 2;
- oldcode = -1;
- first = 0;
- } else if (code == clear + 1) { // end of stream code
- stbi__skip(s, len);
- while ((len = stbi__get8(s)) > 0)
- stbi__skip(s,len);
- return g->out;
- } else if (code <= avail) {
- if (first) return stbi__errpuc("no clear code", "Corrupt GIF");
-
- if (oldcode >= 0) {
- p = &g->codes[avail++];
- if (avail > 4096) return stbi__errpuc("too many codes", "Corrupt GIF");
- p->prefix = (stbi__int16) oldcode;
- p->first = g->codes[oldcode].first;
- p->suffix = (code == avail) ? p->first : g->codes[code].first;
- } else if (code == avail)
- return stbi__errpuc("illegal code in raster", "Corrupt GIF");
-
- stbi__out_gif_code(g, (stbi__uint16) code);
-
- if ((avail & codemask) == 0 && avail <= 0x0FFF) {
- codesize++;
- codemask = (1 << codesize) - 1;
- }
-
- oldcode = code;
- } else {
- return stbi__errpuc("illegal code in raster", "Corrupt GIF");
- }
- }
- }
-}
-
-static void stbi__fill_gif_background(stbi__gif *g)
-{
- int i;
- stbi_uc *c = g->pal[g->bgindex];
- // @OPTIMIZE: write a dword at a time
- for (i = 0; i < g->w * g->h * 4; i += 4) {
- stbi_uc *p = &g->out[i];
- p[0] = c[2];
- p[1] = c[1];
- p[2] = c[0];
- p[3] = c[3];
- }
-}
-
-// this function is designed to support animated gifs, although stb_image doesn't support it
-static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp)
-{
- int i;
- stbi_uc *old_out = 0;
-
- if (g->out == 0) {
- if (!stbi__gif_header(s, g, comp,0)) return 0; // stbi__g_failure_reason set by stbi__gif_header
- g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
- if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory");
- stbi__fill_gif_background(g);
- } else {
- // animated-gif-only path
- if (((g->eflags & 0x1C) >> 2) == 3) {
- old_out = g->out;
- g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
- if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory");
- memcpy(g->out, old_out, g->w*g->h*4);
- }
- }
-
- for (;;) {
- switch (stbi__get8(s)) {
- case 0x2C: /* Image Descriptor */
- {
- stbi__int32 x, y, w, h;
- stbi_uc *o;
-
- x = stbi__get16le(s);
- y = stbi__get16le(s);
- w = stbi__get16le(s);
- h = stbi__get16le(s);
- if (((x + w) > (g->w)) || ((y + h) > (g->h)))
- return stbi__errpuc("bad Image Descriptor", "Corrupt GIF");
-
- g->line_size = g->w * 4;
- g->start_x = x * 4;
- g->start_y = y * g->line_size;
- g->max_x = g->start_x + w * 4;
- g->max_y = g->start_y + h * g->line_size;
- g->cur_x = g->start_x;
- g->cur_y = g->start_y;
-
- g->lflags = stbi__get8(s);
-
- if (g->lflags & 0x40) {
- g->step = 8 * g->line_size; // first interlaced spacing
- g->parse = 3;
- } else {
- g->step = g->line_size;
- g->parse = 0;
- }
-
- if (g->lflags & 0x80) {
- stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);
- g->color_table = (stbi_uc *) g->lpal;
- } else if (g->flags & 0x80) {
- for (i=0; i < 256; ++i) // @OPTIMIZE: stbi__jpeg_reset only the previous transparent
- g->pal[i][3] = 255;
- if (g->transparent >= 0 && (g->eflags & 0x01))
- g->pal[g->transparent][3] = 0;
- g->color_table = (stbi_uc *) g->pal;
- } else
- return stbi__errpuc("missing color table", "Corrupt GIF");
-
- o = stbi__process_gif_raster(s, g);
- if (o == NULL) return NULL;
-
- if (req_comp && req_comp != 4)
- o = stbi__convert_format(o, 4, req_comp, g->w, g->h);
- return o;
- }
-
- case 0x21: // Comment Extension.
- {
- int len;
- if (stbi__get8(s) == 0xF9) { // Graphic Control Extension.
- len = stbi__get8(s);
- if (len == 4) {
- g->eflags = stbi__get8(s);
- stbi__get16le(s); // delay
- g->transparent = stbi__get8(s);
- } else {
- stbi__skip(s, len);
- break;
- }
- }
- while ((len = stbi__get8(s)) != 0)
- stbi__skip(s, len);
- break;
- }
-
- case 0x3B: // gif stream termination code
- return (stbi_uc *) s; // using '1' causes warning on some compilers
-
- default:
- return stbi__errpuc("unknown code", "Corrupt GIF");
- }
- }
-}
-
-static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- stbi_uc *u = 0;
- stbi__gif g;
- memset(&g, 0, sizeof(g));
-
- u = stbi__gif_load_next(s, &g, comp, req_comp);
- if (u == (stbi_uc *) s) u = 0; // end of animated gif marker
- if (u) {
- *x = g.w;
- *y = g.h;
- }
-
- return u;
-}
-
-static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp)
-{
- return stbi__gif_info_raw(s,x,y,comp);
-}
-
-
-// *************************************************************************************************
-// Radiance RGBE HDR loader
-// originally by Nicolas Schulz
-#ifndef STBI_NO_HDR
-static int stbi__hdr_test_core(stbi__context *s)
-{
- const char *signature = "#?RADIANCE\n";
- int i;
- for (i=0; signature[i]; ++i)
- if (stbi__get8(s) != signature[i])
- return 0;
- return 1;
-}
-
-static int stbi__hdr_test(stbi__context* s)
-{
- int r = stbi__hdr_test_core(s);
- stbi__rewind(s);
- return r;
-}
-
-#define STBI__HDR_BUFLEN 1024
-static char *stbi__hdr_gettoken(stbi__context *z, char *buffer)
-{
- int len=0;
- char c = '\0';
-
- c = (char) stbi__get8(z);
-
- while (!stbi__at_eof(z) && c != '\n') {
- buffer[len++] = c;
- if (len == STBI__HDR_BUFLEN-1) {
- // flush to end of line
- while (!stbi__at_eof(z) && stbi__get8(z) != '\n')
- ;
- break;
- }
- c = (char) stbi__get8(z);
- }
-
- buffer[len] = 0;
- return buffer;
-}
-
-static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp)
-{
- if ( input[3] != 0 ) {
- float f1;
- // Exponent
- f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8));
- if (req_comp <= 2)
- output[0] = (input[0] + input[1] + input[2]) * f1 / 3;
- else {
- output[0] = input[0] * f1;
- output[1] = input[1] * f1;
- output[2] = input[2] * f1;
- }
- if (req_comp == 2) output[1] = 1;
- if (req_comp == 4) output[3] = 1;
- } else {
- switch (req_comp) {
- case 4: output[3] = 1; /* fallthrough */
- case 3: output[0] = output[1] = output[2] = 0;
- break;
- case 2: output[1] = 1; /* fallthrough */
- case 1: output[0] = 0;
- break;
- }
- }
-}
-
-static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
-{
- char buffer[STBI__HDR_BUFLEN];
- char *token;
- int valid = 0;
- int width, height;
- stbi_uc *scanline;
- float *hdr_data;
- int len;
- unsigned char count, value;
- int i, j, k, c1,c2, z;
-
-
- // Check identifier
- if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0)
- return stbi__errpf("not HDR", "Corrupt HDR image");
-
- // Parse header
- for(;;) {
- token = stbi__hdr_gettoken(s,buffer);
- if (token[0] == 0) break;
- if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
- }
-
- if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format");
-
- // Parse width and height
- // can't use sscanf() if we're not using stdio!
- token = stbi__hdr_gettoken(s,buffer);
- if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
- token += 3;
- height = (int) strtol(token, &token, 10);
- while (*token == ' ') ++token;
- if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
- token += 3;
- width = (int) strtol(token, NULL, 10);
-
- *x = width;
- *y = height;
-
- if (comp) *comp = 3;
- if (req_comp == 0) req_comp = 3;
-
- // Read data
- hdr_data = (float *) stbi__malloc(height * width * req_comp * sizeof(float));
-
- // Load image data
- // image data is stored as some number of sca
- if ( width < 8 || width >= 32768) {
- // Read flat data
- for (j=0; j < height; ++j) {
- for (i=0; i < width; ++i) {
- stbi_uc rgbe[4];
- main_decode_loop:
- stbi__getn(s, rgbe, 4);
- stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);
- }
- }
- } else {
- // Read RLE-encoded data
- scanline = NULL;
-
- for (j = 0; j < height; ++j) {
- c1 = stbi__get8(s);
- c2 = stbi__get8(s);
- len = stbi__get8(s);
- if (c1 != 2 || c2 != 2 || (len & 0x80)) {
- // not run-length encoded, so we have to actually use THIS data as a decoded
- // pixel (note this can't be a valid pixel--one of RGB must be >= 128)
- stbi_uc rgbe[4];
- rgbe[0] = (stbi_uc) c1;
- rgbe[1] = (stbi_uc) c2;
- rgbe[2] = (stbi_uc) len;
- rgbe[3] = (stbi_uc) stbi__get8(s);
- stbi__hdr_convert(hdr_data, rgbe, req_comp);
- i = 1;
- j = 0;
- free(scanline);
- goto main_decode_loop; // yes, this makes no sense
- }
- len <<= 8;
- len |= stbi__get8(s);
- if (len != width) { free(hdr_data); free(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); }
- if (scanline == NULL) scanline = (stbi_uc *) stbi__malloc(width * 4);
-
- for (k = 0; k < 4; ++k) {
- i = 0;
- while (i < width) {
- count = stbi__get8(s);
- if (count > 128) {
- // Run
- value = stbi__get8(s);
- count -= 128;
- for (z = 0; z < count; ++z)
- scanline[i++ * 4 + k] = value;
- } else {
- // Dump
- for (z = 0; z < count; ++z)
- scanline[i++ * 4 + k] = stbi__get8(s);
- }
- }
- }
- for (i=0; i < width; ++i)
- stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp);
- }
- free(scanline);
- }
-
- return hdr_data;
-}
-
-static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp)
-{
- char buffer[STBI__HDR_BUFLEN];
- char *token;
- int valid = 0;
-
- if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0) {
- stbi__rewind( s );
- return 0;
- }
-
- for(;;) {
- token = stbi__hdr_gettoken(s,buffer);
- if (token[0] == 0) break;
- if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
- }
-
- if (!valid) {
- stbi__rewind( s );
- return 0;
- }
- token = stbi__hdr_gettoken(s,buffer);
- if (strncmp(token, "-Y ", 3)) {
- stbi__rewind( s );
- return 0;
- }
- token += 3;
- *y = (int) strtol(token, &token, 10);
- while (*token == ' ') ++token;
- if (strncmp(token, "+X ", 3)) {
- stbi__rewind( s );
- return 0;
- }
- token += 3;
- *x = (int) strtol(token, NULL, 10);
- *comp = 3;
- return 1;
-}
-#endif // STBI_NO_HDR
-
-static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int hsz;
- if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') {
- stbi__rewind( s );
- return 0;
- }
- stbi__skip(s,12);
- hsz = stbi__get32le(s);
- if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) {
- stbi__rewind( s );
- return 0;
- }
- if (hsz == 12) {
- *x = stbi__get16le(s);
- *y = stbi__get16le(s);
- } else {
- *x = stbi__get32le(s);
- *y = stbi__get32le(s);
- }
- if (stbi__get16le(s) != 1) {
- stbi__rewind( s );
- return 0;
- }
- *comp = stbi__get16le(s) / 8;
- return 1;
-}
-
-static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int channelCount;
- if (stbi__get32be(s) != 0x38425053) {
- stbi__rewind( s );
- return 0;
- }
- if (stbi__get16be(s) != 1) {
- stbi__rewind( s );
- return 0;
- }
- stbi__skip(s, 6);
- channelCount = stbi__get16be(s);
- if (channelCount < 0 || channelCount > 16) {
- stbi__rewind( s );
- return 0;
- }
- *y = stbi__get32be(s);
- *x = stbi__get32be(s);
- if (stbi__get16be(s) != 8) {
- stbi__rewind( s );
- return 0;
- }
- if (stbi__get16be(s) != 3) {
- stbi__rewind( s );
- return 0;
- }
- *comp = 4;
- return 1;
-}
-
-static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp)
-{
- int act_comp=0,num_packets=0,chained;
- stbi__pic_packet packets[10];
-
- stbi__skip(s, 92);
-
- *x = stbi__get16be(s);
- *y = stbi__get16be(s);
- if (stbi__at_eof(s)) return 0;
- if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) {
- stbi__rewind( s );
- return 0;
- }
-
- stbi__skip(s, 8);
-
- do {
- stbi__pic_packet *packet;
-
- if (num_packets==sizeof(packets)/sizeof(packets[0]))
- return 0;
-
- packet = &packets[num_packets++];
- chained = stbi__get8(s);
- packet->size = stbi__get8(s);
- packet->type = stbi__get8(s);
- packet->channel = stbi__get8(s);
- act_comp |= packet->channel;
-
- if (stbi__at_eof(s)) {
- stbi__rewind( s );
- return 0;
- }
- if (packet->size != 8) {
- stbi__rewind( s );
- return 0;
- }
- } while (chained);
-
- *comp = (act_comp & 0x10 ? 4 : 3);
-
- return 1;
-}
-
-static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp)
-{
- if (stbi__jpeg_info(s, x, y, comp))
- return 1;
- if (stbi__png_info(s, x, y, comp))
- return 1;
- if (stbi__gif_info(s, x, y, comp))
- return 1;
- if (stbi__bmp_info(s, x, y, comp))
- return 1;
- if (stbi__psd_info(s, x, y, comp))
- return 1;
- if (stbi__pic_info(s, x, y, comp))
- return 1;
- #ifndef STBI_NO_HDR
- if (stbi__hdr_info(s, x, y, comp))
- return 1;
- #endif
- // test tga last because it's a crappy test!
- if (stbi__tga_info(s, x, y, comp))
- return 1;
- return stbi__err("unknown image type", "Image not of any known type, or corrupt");
-}
-
-#ifndef STBI_NO_STDIO
-STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp)
-{
- FILE *f = stbi__fopen(filename, "rb");
- int result;
- if (!f) return stbi__err("can't fopen", "Unable to open file");
- result = stbi_info_from_file(f, x, y, comp);
- fclose(f);
- return result;
-}
-
-STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp)
-{
- int r;
- stbi__context s;
- long pos = ftell(f);
- stbi__start_file(&s, f);
- r = stbi__info_main(&s,x,y,comp);
- fseek(f,pos,SEEK_SET);
- return r;
-}
-#endif // !STBI_NO_STDIO
-
-STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp)
-{
- stbi__context s;
- stbi__start_mem(&s,buffer,len);
- return stbi__info_main(&s,x,y,comp);
-}
-
-STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp)
-{
- stbi__context s;
- stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user);
- return stbi__info_main(&s,x,y,comp);
-}
-
-#endif // STB_IMAGE_IMPLEMENTATION
-
-/*
- revision history:
- 1.46 (2014-08-26)
- fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG
- 1.45 (2014-08-16)
- fix MSVC-ARM internal compiler error by wrapping malloc
- 1.44 (2014-08-07)
- various warning fixes from Ronny Chevalier
- 1.43 (2014-07-15)
- fix MSVC-only compiler problem in code changed in 1.42
- 1.42 (2014-07-09)
- don't define _CRT_SECURE_NO_WARNINGS (affects user code)
- fixes to stbi__cleanup_jpeg path
- added STBI_ASSERT to avoid requiring assert.h
- 1.41 (2014-06-25)
- fix search&replace from 1.36 that messed up comments/error messages
- 1.40 (2014-06-22)
- fix gcc struct-initialization warning
- 1.39 (2014-06-15)
- fix to TGA optimization when req_comp != number of components in TGA;
- fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)
- add support for BMP version 5 (more ignored fields)
- 1.38 (2014-06-06)
- suppress MSVC warnings on integer casts truncating values
- fix accidental rename of 'skip' field of I/O
- 1.37 (2014-06-04)
- remove duplicate typedef
- 1.36 (2014-06-03)
- convert to header file single-file library
- if de-iphone isn't set, load iphone images color-swapped instead of returning NULL
- 1.35 (2014-05-27)
- various warnings
- fix broken STBI_SIMD path
- fix bug where stbi_load_from_file no longer left file pointer in correct place
- fix broken non-easy path for 32-bit BMP (possibly never used)
- TGA optimization by Arseny Kapoulkine
- 1.34 (unknown)
- use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case
- 1.33 (2011-07-14)
- make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements
- 1.32 (2011-07-13)
- support for "info" function for all supported filetypes (SpartanJ)
- 1.31 (2011-06-20)
- a few more leak fixes, bug in PNG handling (SpartanJ)
- 1.30 (2011-06-11)
- added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)
- removed deprecated format-specific test/load functions
- removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway
- error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)
- fix inefficiency in decoding 32-bit BMP (David Woo)
- 1.29 (2010-08-16)
- various warning fixes from Aurelien Pocheville
- 1.28 (2010-08-01)
- fix bug in GIF palette transparency (SpartanJ)
- 1.27 (2010-08-01)
- cast-to-stbi_uc to fix warnings
- 1.26 (2010-07-24)
- fix bug in file buffering for PNG reported by SpartanJ
- 1.25 (2010-07-17)
- refix trans_data warning (Won Chun)
- 1.24 (2010-07-12)
- perf improvements reading from files on platforms with lock-heavy fgetc()
- minor perf improvements for jpeg
- deprecated type-specific functions so we'll get feedback if they're needed
- attempt to fix trans_data warning (Won Chun)
- 1.23 fixed bug in iPhone support
- 1.22 (2010-07-10)
- removed image *writing* support
- stbi_info support from Jetro Lauha
- GIF support from Jean-Marc Lienher
- iPhone PNG-extensions from James Brown
- warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)
- 1.21 fix use of 'stbi_uc' in header (reported by jon blow)
- 1.20 added support for Softimage PIC, by Tom Seddon
- 1.19 bug in interlaced PNG corruption check (found by ryg)
- 1.18 2008-08-02
- fix a threading bug (local mutable static)
- 1.17 support interlaced PNG
- 1.16 major bugfix - stbi__convert_format converted one too many pixels
- 1.15 initialize some fields for thread safety
- 1.14 fix threadsafe conversion bug
- header-file-only version (#define STBI_HEADER_FILE_ONLY before including)
- 1.13 threadsafe
- 1.12 const qualifiers in the API
- 1.11 Support installable IDCT, colorspace conversion routines
- 1.10 Fixes for 64-bit (don't use "unsigned long")
- optimized upsampling by Fabian "ryg" Giesen
- 1.09 Fix format-conversion for PSD code (bad global variables!)
- 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz
- 1.07 attempt to fix C++ warning/errors again
- 1.06 attempt to fix C++ warning/errors again
- 1.05 fix TGA loading to return correct *comp and use good luminance calc
- 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free
- 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR
- 1.02 support for (subset of) HDR files, float interface for preferred access to them
- 1.01 fix bug: possible bug in handling right-side up bmps... not sure
- fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all
- 1.00 interface to zlib that skips zlib header
- 0.99 correct handling of alpha in palette
- 0.98 TGA loader by lonesock; dynamically add loaders (untested)
- 0.97 jpeg errors on too large a file; also catch another malloc failure
- 0.96 fix detection of invalid v value - particleman@mollyrocket forum
- 0.95 during header scan, seek to markers in case of padding
- 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same
- 0.93 handle jpegtran output; verbose errors
- 0.92 read 4,8,16,24,32-bit BMP files of several formats
- 0.91 output 24-bit Windows 3.0 BMP files
- 0.90 fix a few more warnings; bump version number to approach 1.0
- 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd
- 0.60 fix compiling as c++
- 0.59 fix warnings: merge Dave Moore's -Wall fixes
- 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian
- 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available
- 0.56 fix bug: zlib uncompressed mode len vs. nlen
- 0.55 fix bug: restart_interval not initialized to 0
- 0.54 allow NULL for 'int *comp'
- 0.53 fix bug in png 3->4; speedup png decoding
- 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments
- 0.51 obey req_comp requests, 1-component jpegs return as 1-component,
- on 'test' only check type, not whether we support this variant
- 0.50 first released version
-*/
diff --git a/examples/shared/README.txt b/examples/shared/README.txt
new file mode 100644
index 0000000..b2b431a
--- /dev/null
+++ b/examples/shared/README.txt
@@ -0,0 +1,3 @@
+stb_image.h is used to load the PNG texture data by
+ opengl_example
+ directx11_example
diff --git a/examples/shared/stb_image.h b/examples/shared/stb_image.h
new file mode 100644
index 0000000..5ab9c58
--- /dev/null
+++ b/examples/shared/stb_image.h
@@ -0,0 +1,4744 @@
+/* stb_image - v1.46 - public domain JPEG/PNG reader - http://nothings.org/stb_image.c
+ when you control the images you're loading
+ no warranty implied; use at your own risk
+
+ Do this:
+ #define STB_IMAGE_IMPLEMENTATION
+ before you include this file in *one* C or C++ file to create the implementation.
+
+ #define STBI_ASSERT(x) to avoid using assert.h.
+
+ QUICK NOTES:
+ Primarily of interest to game developers and other people who can
+ avoid problematic images and only need the trivial interface
+
+ JPEG baseline (no JPEG progressive)
+ PNG 1/2/4/8-bit-per-channel (16 bpc not supported)
+
+ TGA (not sure what subset, if a subset)
+ BMP non-1bpp, non-RLE
+ PSD (composited view only, no extra channels)
+
+ GIF (*comp always reports as 4-channel)
+ HDR (radiance rgbE format)
+ PIC (Softimage PIC)
+
+ - decode from memory or through FILE (define STBI_NO_STDIO to remove code)
+ - decode from arbitrary I/O callbacks
+ - overridable dequantizing-IDCT, YCbCr-to-RGB conversion (define STBI_SIMD)
+
+ Latest revisions:
+ 1.xx (2014-09-26) 1/2/4-bit PNG support (both grayscale and paletted)
+ 1.46 (2014-08-26) fix broken tRNS chunk in non-paletted PNG
+ 1.45 (2014-08-16) workaround MSVC-ARM internal compiler error by wrapping malloc
+ 1.44 (2014-08-07) warnings
+ 1.43 (2014-07-15) fix MSVC-only bug in 1.42
+ 1.42 (2014-07-09) no _CRT_SECURE_NO_WARNINGS; error-path fixes; STBI_ASSERT
+ 1.41 (2014-06-25) fix search&replace that messed up comments/error messages
+ 1.40 (2014-06-22) gcc warning
+ 1.39 (2014-06-15) TGA optimization bugfix, multiple BMP fixes
+ 1.38 (2014-06-06) suppress MSVC run-time warnings, fix accidental rename of 'skip'
+ 1.37 (2014-06-04) remove duplicate typedef
+ 1.36 (2014-06-03) converted to header file, allow reading incorrect iphoned-images without iphone flag
+ 1.35 (2014-05-27) warnings, bugfixes, TGA optimization, etc
+
+ See end of file for full revision history.
+
+ TODO:
+ stbi_info support for BMP,PSD,HDR,PIC
+
+
+ ============================ Contributors =========================
+
+ Image formats Bug fixes & warning fixes
+ Sean Barrett (jpeg, png, bmp) Marc LeBlanc
+ Nicolas Schulz (hdr, psd) Christpher Lloyd
+ Jonathan Dummer (tga) Dave Moore
+ Jean-Marc Lienher (gif) Won Chun
+ Tom Seddon (pic) the Horde3D community
+ Thatcher Ulrich (psd) Janez Zemva
+ Jonathan Blow
+ Laurent Gomila
+ Extensions, features Aruelien Pocheville
+ Jetro Lauha (stbi_info) Ryamond Barbiero
+ James "moose2000" Brown (iPhone PNG) David Woo
+ Ben "Disch" Wenger (io callbacks) Roy Eltham
+ Martin "SpartanJ" Golini Luke Graham
+ Omar Cornut (1/2/4-bit png) Thomas Ruf
+ John Bartholomew
+ Optimizations & bugfixes Ken Hamada
+ Fabian "ryg" Giesen Cort Stratton
+ Arseny Kapoulkine Blazej Dariusz Roszkowski
+ Thibault Reuille
+ Paul Du Bois
+ Guillaume George
+ Jerry Jansson
+ If your name should be here but Hayaki Saito
+ isn't, let Sean know. Johan Duparc
+ Ronny Chevalier
+ Michal Cichon
+*/
+
+#ifndef STBI_INCLUDE_STB_IMAGE_H
+#define STBI_INCLUDE_STB_IMAGE_H
+
+// Limitations:
+// - no jpeg progressive support
+// - non-HDR formats support 8-bit samples only (jpeg, png)
+// - no delayed line count (jpeg) -- IJG doesn't support either
+// - no 1-bit BMP
+// - GIF always returns *comp=4
+//
+// Basic usage (see HDR discussion below):
+// int x,y,n;
+// unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
+// // ... process data if not NULL ...
+// // ... x = width, y = height, n = # 8-bit components per pixel ...
+// // ... replace '0' with '1'..'4' to force that many components per pixel
+// // ... but 'n' will always be the number that it would have been if you said 0
+// stbi_image_free(data)
+//
+// Standard parameters:
+// int *x -- outputs image width in pixels
+// int *y -- outputs image height in pixels
+// int *comp -- outputs # of image components in image file
+// int req_comp -- if non-zero, # of image components requested in result
+//
+// The return value from an image loader is an 'unsigned char *' which points
+// to the pixel data. The pixel data consists of *y scanlines of *x pixels,
+// with each pixel consisting of N interleaved 8-bit components; the first
+// pixel pointed to is top-left-most in the image. There is no padding between
+// image scanlines or between pixels, regardless of format. The number of
+// components N is 'req_comp' if req_comp is non-zero, or *comp otherwise.
+// If req_comp is non-zero, *comp has the number of components that _would_
+// have been output otherwise. E.g. if you set req_comp to 4, you will always
+// get RGBA output, but you can check *comp to easily see if it's opaque.
+//
+// An output image with N components has the following components interleaved
+// in this order in each pixel:
+//
+// N=#comp components
+// 1 grey
+// 2 grey, alpha
+// 3 red, green, blue
+// 4 red, green, blue, alpha
+//
+// If image loading fails for any reason, the return value will be NULL,
+// and *x, *y, *comp will be unchanged. The function stbi_failure_reason()
+// can be queried for an extremely brief, end-user unfriendly explanation
+// of why the load failed. Define STBI_NO_FAILURE_STRINGS to avoid
+// compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly
+// more user-friendly ones.
+//
+// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.
+//
+// ===========================================================================
+//
+// iPhone PNG support:
+//
+// By default we convert iphone-formatted PNGs back to RGB; nominally they
+// would silently load as BGR, except the existing code should have just
+// failed on such iPhone PNGs. But you can disable this conversion by
+// by calling stbi_convert_iphone_png_to_rgb(0), in which case
+// you will always just get the native iphone "format" through.
+//
+// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per
+// pixel to remove any premultiplied alpha *only* if the image file explicitly
+// says there's premultiplied data (currently only happens in iPhone images,
+// and only if iPhone convert-to-rgb processing is on).
+//
+// ===========================================================================
+//
+// HDR image support (disable by defining STBI_NO_HDR)
+//
+// stb_image now supports loading HDR images in general, and currently
+// the Radiance .HDR file format, although the support is provided
+// generically. You can still load any file through the existing interface;
+// if you attempt to load an HDR file, it will be automatically remapped to
+// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;
+// both of these constants can be reconfigured through this interface:
+//
+// stbi_hdr_to_ldr_gamma(2.2f);
+// stbi_hdr_to_ldr_scale(1.0f);
+//
+// (note, do not use _inverse_ constants; stbi_image will invert them
+// appropriately).
+//
+// Additionally, there is a new, parallel interface for loading files as
+// (linear) floats to preserve the full dynamic range:
+//
+// float *data = stbi_loadf(filename, &x, &y, &n, 0);
+//
+// If you load LDR images through this interface, those images will
+// be promoted to floating point values, run through the inverse of
+// constants corresponding to the above:
+//
+// stbi_ldr_to_hdr_scale(1.0f);
+// stbi_ldr_to_hdr_gamma(2.2f);
+//
+// Finally, given a filename (or an open file or memory block--see header
+// file for details) containing image data, you can query for the "most
+// appropriate" interface to use (that is, whether the image is HDR or
+// not), using:
+//
+// stbi_is_hdr(char *filename);
+//
+// ===========================================================================
+//
+// I/O callbacks
+//
+// I/O callbacks allow you to read from arbitrary sources, like packaged
+// files or some other source. Data read from callbacks are processed
+// through a small internal buffer (currently 128 bytes) to try to reduce
+// overhead.
+//
+// The three functions you must define are "read" (reads some bytes of data),
+// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end).
+
+
+#ifndef STBI_NO_STDIO
+#include
+#endif // STBI_NO_STDIO
+
+#define STBI_VERSION 1
+
+enum
+{
+ STBI_default = 0, // only used for req_comp
+
+ STBI_grey = 1,
+ STBI_grey_alpha = 2,
+ STBI_rgb = 3,
+ STBI_rgb_alpha = 4
+};
+
+typedef unsigned char stbi_uc;
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifdef STB_IMAGE_STATIC
+#define STBIDEF static
+#else
+#define STBIDEF extern
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// PRIMARY API - works on images of any type
+//
+
+//
+// load image by filename, open file, or memory buffer
+//
+
+STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
+
+#ifndef STBI_NO_STDIO
+STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *comp, int req_comp);
+STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
+// for stbi_load_from_file, file pointer is left pointing immediately after image
+#endif
+
+typedef struct
+{
+ int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read
+ void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative
+ int (*eof) (void *user); // returns nonzero if we are at end of file/data
+} stbi_io_callbacks;
+
+STBIDEF stbi_uc *stbi_load_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
+
+#ifndef STBI_NO_HDR
+ STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
+
+ #ifndef STBI_NO_STDIO
+ STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *comp, int req_comp);
+ STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
+ #endif
+
+ STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
+
+ STBIDEF void stbi_hdr_to_ldr_gamma(float gamma);
+ STBIDEF void stbi_hdr_to_ldr_scale(float scale);
+
+ STBIDEF void stbi_ldr_to_hdr_gamma(float gamma);
+ STBIDEF void stbi_ldr_to_hdr_scale(float scale);
+#endif // STBI_NO_HDR
+
+// stbi_is_hdr is always defined
+STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user);
+STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_is_hdr (char const *filename);
+STBIDEF int stbi_is_hdr_from_file(FILE *f);
+#endif // STBI_NO_STDIO
+
+
+// get a VERY brief reason for failure
+// NOT THREADSAFE
+STBIDEF const char *stbi_failure_reason (void);
+
+// free the loaded image -- this is just free()
+STBIDEF void stbi_image_free (void *retval_from_stbi_load);
+
+// get image dimensions & components without fully decoding
+STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
+STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp);
+
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp);
+STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp);
+
+#endif
+
+
+
+// for image formats that explicitly notate that they have premultiplied alpha,
+// we just return the colors as stored in the file. set this flag to force
+// unpremultiplication. results are undefined if the unpremultiply overflow.
+STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);
+
+// indicate whether we should process iphone images back to canonical format,
+// or just pass them through "as-is"
+STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);
+
+
+// ZLIB client - used by PNG, available for other purposes
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);
+STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header);
+STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);
+STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
+
+STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);
+STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
+
+
+// define faster low-level operations (typically SIMD support)
+#ifdef STBI_SIMD
+typedef void (*stbi_idct_8x8)(stbi_uc *out, int out_stride, short data[64], unsigned short *dequantize);
+// compute an integer IDCT on "input"
+// input[x] = data[x] * dequantize[x]
+// write results to 'out': 64 samples, each run of 8 spaced by 'out_stride'
+// CLAMP results to 0..255
+typedef void (*stbi_YCbCr_to_RGB_run)(stbi_uc *output, stbi_uc const *y, stbi_uc const *cb, stbi_uc const *cr, int count, int step);
+// compute a conversion from YCbCr to RGB
+// 'count' pixels
+// write pixels to 'output'; each pixel is 'step' bytes (either 3 or 4; if 4, write '255' as 4th), order R,G,B
+// y: Y input channel
+// cb: Cb input channel; scale/biased to be 0..255
+// cr: Cr input channel; scale/biased to be 0..255
+
+STBIDEF void stbi_install_idct(stbi_idct_8x8 func);
+STBIDEF void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func);
+#endif // STBI_SIMD
+
+
+#ifdef __cplusplus
+}
+#endif
+
+//
+//
+//// end header file /////////////////////////////////////////////////////
+#endif // STBI_INCLUDE_STB_IMAGE_H
+
+#ifdef STB_IMAGE_IMPLEMENTATION
+
+#ifndef STBI_NO_HDR
+#include // ldexp
+#include