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// ImGui - standalone example application for OpenGL 3, using programmable pipeline
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# ifdef _MSC_VER
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# pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
# endif
# ifdef __clang__
# pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
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# endif
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# include "../../imgui.h"
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# include <stdio.h>
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// Gl3W / GLFW
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# include <GL/gl3w.h>
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# include <GLFW/glfw3.h>
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# ifdef _MSC_VER
# undef APIENTRY
# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
# include <GLFW/glfw3native.h>
# endif
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static GLFWwindow * window ;
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static bool mousePressed [ 2 ] = { false , false } ;
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# define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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// Shader variables
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static int shader_handle , vert_handle , frag_handle ;
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static int texture_location , proj_mtx_location ;
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static int position_location , uv_location , colour_location ;
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static size_t vbo_max_size = 20000 ;
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static unsigned int vbo_handle , vao_handle ;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImImpl_RenderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
if ( cmd_lists_count = = 0 )
return ;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable ( GL_BLEND ) ;
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glBlendEquation ( GL_FUNC_ADD ) ;
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glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
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glDisable ( GL_CULL_FACE ) ;
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glDisable ( GL_DEPTH_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
// Setup orthographic projection matrix
const float width = ImGui : : GetIO ( ) . DisplaySize . x ;
const float height = ImGui : : GetIO ( ) . DisplaySize . y ;
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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 } ,
} ;
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glUseProgram ( shader_handle ) ;
glUniform1i ( texture_location , 0 ) ;
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glUniformMatrix4fv ( proj_mtx_location , 1 , GL_FALSE , & ortho_projection [ 0 ] [ 0 ] ) ;
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// Grow our buffer according to what we need
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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 )
{
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vbo_max_size = neededBufferSize + 5000 ; // Grow buffer
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glBufferData ( GL_ARRAY_BUFFER , vbo_max_size , NULL , GL_STREAM_DRAW ) ;
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}
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// Copy and convert all vertices into a single contiguous buffer
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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 + + )
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{
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 + + )
{
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glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > texture_id ) ;
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glScissor ( ( int ) pcmd - > clip_rect . x , ( int ) ( height - pcmd - > clip_rect . w ) , ( int ) ( pcmd - > clip_rect . z - pcmd - > clip_rect . x ) , ( int ) ( pcmd - > clip_rect . w - pcmd - > clip_rect . y ) ) ;
glDrawArrays ( GL_TRIANGLES , vtx_offset , pcmd - > vtx_count ) ;
vtx_offset + = pcmd - > vtx_count ;
}
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cmd_offset = vtx_offset ;
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}
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// Restore modified state
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glBindVertexArray ( 0 ) ;
glUseProgram ( 0 ) ;
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glDisable ( GL_SCISSOR_TEST ) ;
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glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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}
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 ) ;
}
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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 ;
}
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static void glfw_scroll_callback ( GLFWwindow * window , double xoffset , double yoffset )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . MouseWheel + = ( float ) yoffset ; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
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 )
{
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if ( c > 0 & & c < 0x10000 )
ImGui : : GetIO ( ) . AddInputCharacter ( ( unsigned short ) c ) ;
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}
void InitGL ( )
{
glfwSetErrorCallback ( glfw_error_callback ) ;
if ( ! glfwInit ( ) )
exit ( 1 ) ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MAJOR , 3 ) ;
glfwWindowHint ( GLFW_CONTEXT_VERSION_MINOR , 3 ) ;
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glfwWindowHint ( GLFW_OPENGL_PROFILE , GLFW_OPENGL_CORE_PROFILE ) ;
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window = glfwCreateWindow ( 1280 , 720 , " ImGui OpenGL3 example " , NULL , NULL ) ;
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glfwMakeContextCurrent ( window ) ;
glfwSetKeyCallback ( window , glfw_key_callback ) ;
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glfwSetMouseButtonCallback ( window , glfw_mouse_button_callback ) ;
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glfwSetScrollCallback ( window , glfw_scroll_callback ) ;
glfwSetCharCallback ( window , glfw_char_callback ) ;
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gl3wInit ( ) ;
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const GLchar * vertex_shader =
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" #version 330 \n "
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" uniform mat4 ProjMtx; \n "
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" in vec2 Position; \n "
" in vec2 UV; \n "
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" in vec4 Color; \n "
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" out vec2 Frag_UV; \n "
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" out vec4 Frag_Color; \n "
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" void main() \n "
" { \n "
" Frag_UV = UV; \n "
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" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
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" } \n " ;
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const GLchar * fragment_shader =
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" #version 330 \n "
" uniform sampler2D Texture; \n "
" in vec2 Frag_UV; \n "
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" in vec4 Frag_Color; \n "
" out vec4 Out_Color; \n "
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" void main() \n "
" { \n "
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st); \n "
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" } \n " ;
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shader_handle = glCreateProgram ( ) ;
vert_handle = glCreateShader ( GL_VERTEX_SHADER ) ;
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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 " ) ;
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proj_mtx_location = glGetUniformLocation ( shader_handle , " ProjMtx " ) ;
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position_location = glGetAttribLocation ( shader_handle , " Position " ) ;
uv_location = glGetAttribLocation ( shader_handle , " UV " ) ;
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colour_location = glGetAttribLocation ( shader_handle , " Color " ) ;
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glGenBuffers ( 1 , & vbo_handle ) ;
glBindBuffer ( GL_ARRAY_BUFFER , vbo_handle ) ;
glBufferData ( GL_ARRAY_BUFFER , vbo_max_size , NULL , GL_DYNAMIC_DRAW ) ;
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glGenVertexArrays ( 1 , & vao_handle ) ;
glBindVertexArray ( vao_handle ) ;
glBindBuffer ( GL_ARRAY_BUFFER , vbo_handle ) ;
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glEnableVertexAttribArray ( position_location ) ;
glEnableVertexAttribArray ( uv_location ) ;
glEnableVertexAttribArray ( colour_location ) ;
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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 ) ) ;
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glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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}
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void LoadFontsTexture ( )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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unsigned char * pixels ;
int width , height ;
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io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ; // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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GLuint tex_id ;
glGenTextures ( 1 , & tex_id ) ;
glBindTexture ( GL_TEXTURE_2D , tex_id ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
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glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
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// Store our identifier
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io . Fonts - > TexID = ( void * ) ( intptr_t ) tex_id ;
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}
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void InitImGui ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . DeltaTime = 1.0f / 60.0f ; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io . KeyMap [ ImGuiKey_Tab ] = GLFW_KEY_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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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 ;
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# ifdef _MSC_VER
io . ImeWindowHandle = glfwGetWin32Window ( window ) ;
# endif
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LoadFontsTexture ( ) ;
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}
void UpdateImGui ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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// 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
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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 ) ;
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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.)
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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 ;
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// Start the frame
ImGui : : NewFrame ( ) ;
}
// Application code
int main ( int argc , char * * argv )
{
InitGL ( ) ;
InitImGui ( ) ;
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bool show_test_window = true ;
bool show_another_window = false ;
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ImVec4 clear_col = ImColor ( 114 , 144 , 154 ) ;
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while ( ! glfwWindowShouldClose ( window ) )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . MouseWheel = 0 ;
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mousePressed [ 0 ] = mousePressed [ 1 ] = false ;
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glfwPollEvents ( ) ;
UpdateImGui ( ) ;
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// 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 ) ;
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ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_col ) ;
if ( ImGui : : Button ( " Test Window " ) ) show_test_window ^ = 1 ;
if ( ImGui : : Button ( " Another Window " ) ) show_another_window ^ = 1 ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
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}
// 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 )
{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiSetCond_FirstUseEver ) ;
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ImGui : : ShowTestWindow ( & show_test_window ) ;
}
// Rendering
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glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
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glClearColor ( clear_col . x , clear_col . y , clear_col . z , clear_col . w ) ;
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glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui : : Render ( ) ;
glfwSwapBuffers ( window ) ;
}
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// Cleanup
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if ( vao_handle ) glDeleteVertexArrays ( 1 , & vao_handle ) ;
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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 ;
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}