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// ImGui GLFW binding with OpenGL3 + shaders
// https://github.com/ocornut/imgui
# include <imgui.h>
# include "imgui_impl_glfw_gl3.h"
// GL3W/GLFW
# include <GL/gl3w.h>
# include <GLFW/glfw3.h>
# ifdef _MSC_VER
# undef APIENTRY
# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
# include <GLFW/glfw3native.h>
# endif
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// Data
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static GLFWwindow * g_Window = NULL ;
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static double g_Time = 0.0f ;
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static bool g_MousePressed [ 3 ] = { false , false , false } ;
static float g_MouseWheel = 0.0f ;
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static GLuint g_FontTexture = 0 ;
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static int g_ShaderHandle = 0 , g_VertHandle = 0 , g_FragHandle = 0 ;
static int g_AttribLocationTex = 0 , g_AttribLocationProjMtx = 0 ;
static int g_AttribLocationPosition = 0 , g_AttribLocationUV = 0 , g_AttribLocationColor = 0 ;
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static size_t g_VboSize = 0 ;
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static unsigned int g_VboHandle = 0 , g_VaoHandle = 0 ;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplGlfwGL3_RenderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
if ( cmd_lists_count = = 0 )
return ;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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GLint last_program , last_texture ;
glGetIntegerv ( GL_CURRENT_PROGRAM , & last_program ) ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
// Setup orthographic projection matrix
const float width = ImGui : : GetIO ( ) . DisplaySize . x ;
const float height = ImGui : : GetIO ( ) . DisplaySize . y ;
const float ortho_projection [ 4 ] [ 4 ] =
{
{ 2.0f / width , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / - height , 0.0f , 0.0f } ,
{ 0.0f , 0.0f , - 1.0f , 0.0f } ,
{ - 1.0f , 1.0f , 0.0f , 1.0f } ,
} ;
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glUseProgram ( g_ShaderHandle ) ;
glUniform1i ( g_AttribLocationTex , 0 ) ;
glUniformMatrix4fv ( g_AttribLocationProjMtx , 1 , GL_FALSE , & ortho_projection [ 0 ] [ 0 ] ) ;
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// 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 ( ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
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size_t needed_vtx_size = total_vtx_count * sizeof ( ImDrawVert ) ;
if ( g_VboSize < needed_vtx_size )
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{
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g_VboSize = needed_vtx_size + 5000 * sizeof ( ImDrawVert ) ; // Grow buffer
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glBufferData ( GL_ARRAY_BUFFER , g_VboSize , NULL , GL_STREAM_DRAW ) ;
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}
// 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 ) ;
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glBindVertexArray ( g_VaoHandle ) ;
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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 + + )
{
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if ( pcmd - > user_callback )
{
pcmd - > user_callback ( cmd_list , pcmd ) ;
}
else
{
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > texture_id ) ;
glScissor ( ( int ) pcmd - > clip_rect . x , ( int ) ( height - pcmd - > clip_rect . w ) , ( int ) ( pcmd - > clip_rect . z - pcmd - > clip_rect . x ) , ( int ) ( pcmd - > clip_rect . w - pcmd - > clip_rect . y ) ) ;
glDrawArrays ( GL_TRIANGLES , vtx_offset , pcmd - > vtx_count ) ;
}
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vtx_offset + = pcmd - > vtx_count ;
}
cmd_offset = vtx_offset ;
}
// Restore modified state
glBindVertexArray ( 0 ) ;
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glUseProgram ( last_program ) ;
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glDisable ( GL_SCISSOR_TEST ) ;
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glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
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}
static const char * ImGui_ImplGlfwGL3_GetClipboardText ( )
{
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return glfwGetClipboardString ( g_Window ) ;
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}
static void ImGui_ImplGlfwGL3_SetClipboardText ( const char * text )
{
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glfwSetClipboardString ( g_Window , text ) ;
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}
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void ImGui_ImplGlfwGL3_MouseButtonCallback ( GLFWwindow * , int button , int action , int /*mods*/ )
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{
if ( action = = GLFW_PRESS & & button > = 0 & & button < 3 )
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g_MousePressed [ button ] = true ;
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}
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void ImGui_ImplGlfwGL3_ScrollCallback ( GLFWwindow * , double /*xoffset*/ , double yoffset )
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{
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g_MouseWheel + = ( float ) yoffset ; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
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void ImGui_ImplGlfwGL3_KeyCallback ( GLFWwindow * , int key , int , int action , int mods )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( action = = GLFW_PRESS )
io . KeysDown [ key ] = true ;
if ( action = = GLFW_RELEASE )
io . KeysDown [ key ] = false ;
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( void ) mods ; // Modifiers are not reliable across systems
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io . KeyCtrl = io . KeysDown [ GLFW_KEY_LEFT_CONTROL ] | | io . KeysDown [ GLFW_KEY_RIGHT_CONTROL ] ;
io . KeyShift = io . KeysDown [ GLFW_KEY_LEFT_SHIFT ] | | io . KeysDown [ GLFW_KEY_RIGHT_SHIFT ] ;
io . KeyAlt = io . KeysDown [ GLFW_KEY_LEFT_ALT ] | | io . KeysDown [ GLFW_KEY_RIGHT_ALT ] ;
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}
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void ImGui_ImplGlfwGL3_CharCallback ( GLFWwindow * , unsigned int c )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( c > 0 & & c < 0x10000 )
io . AddInputCharacter ( ( unsigned short ) c ) ;
}
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void ImGui_ImplGlfwGL3_CreateFontsTexture ( )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ; // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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glGenTextures ( 1 , & g_FontTexture ) ;
glBindTexture ( GL_TEXTURE_2D , g_FontTexture ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
// Store our identifier
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io . Fonts - > TexID = ( void * ) ( intptr_t ) g_FontTexture ;
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// Cleanup (don't clear the input data if you want to append new fonts later)
io . Fonts - > ClearInputData ( ) ;
io . Fonts - > ClearTexData ( ) ;
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}
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bool ImGui_ImplGlfwGL3_CreateDeviceObjects ( )
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{
const GLchar * vertex_shader =
" #version 330 \n "
" uniform mat4 ProjMtx; \n "
" in vec2 Position; \n "
" in vec2 UV; \n "
" in vec4 Color; \n "
" out vec2 Frag_UV; \n "
" out vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" Frag_UV = UV; \n "
" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
" } \n " ;
const GLchar * fragment_shader =
" #version 330 \n "
" uniform sampler2D Texture; \n "
" in vec2 Frag_UV; \n "
" in vec4 Frag_Color; \n "
" out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st); \n "
" } \n " ;
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g_ShaderHandle = glCreateProgram ( ) ;
g_VertHandle = glCreateShader ( GL_VERTEX_SHADER ) ;
g_FragHandle = glCreateShader ( GL_FRAGMENT_SHADER ) ;
glShaderSource ( g_VertHandle , 1 , & vertex_shader , 0 ) ;
glShaderSource ( g_FragHandle , 1 , & fragment_shader , 0 ) ;
glCompileShader ( g_VertHandle ) ;
glCompileShader ( g_FragHandle ) ;
glAttachShader ( g_ShaderHandle , g_VertHandle ) ;
glAttachShader ( g_ShaderHandle , g_FragHandle ) ;
glLinkProgram ( g_ShaderHandle ) ;
g_AttribLocationTex = glGetUniformLocation ( g_ShaderHandle , " Texture " ) ;
g_AttribLocationProjMtx = glGetUniformLocation ( g_ShaderHandle , " ProjMtx " ) ;
g_AttribLocationPosition = glGetAttribLocation ( g_ShaderHandle , " Position " ) ;
g_AttribLocationUV = glGetAttribLocation ( g_ShaderHandle , " UV " ) ;
g_AttribLocationColor = glGetAttribLocation ( g_ShaderHandle , " Color " ) ;
glGenBuffers ( 1 , & g_VboHandle ) ;
glGenVertexArrays ( 1 , & g_VaoHandle ) ;
glBindVertexArray ( g_VaoHandle ) ;
glBindBuffer ( GL_ARRAY_BUFFER , g_VboHandle ) ;
glEnableVertexAttribArray ( g_AttribLocationPosition ) ;
glEnableVertexAttribArray ( g_AttribLocationUV ) ;
glEnableVertexAttribArray ( g_AttribLocationColor ) ;
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# define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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glVertexAttribPointer ( g_AttribLocationPosition , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) OFFSETOF ( ImDrawVert , pos ) ) ;
glVertexAttribPointer ( g_AttribLocationUV , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) OFFSETOF ( ImDrawVert , uv ) ) ;
glVertexAttribPointer ( g_AttribLocationColor , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof ( ImDrawVert ) , ( GLvoid * ) OFFSETOF ( ImDrawVert , col ) ) ;
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# undef OFFSETOF
glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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ImGui_ImplGlfwGL3_CreateFontsTexture ( ) ;
return true ;
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}
bool ImGui_ImplGlfwGL3_Init ( GLFWwindow * window , bool install_callbacks )
{
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g_Window = window ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . KeyMap [ ImGuiKey_Tab ] = GLFW_KEY_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io . KeyMap [ ImGuiKey_LeftArrow ] = GLFW_KEY_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = GLFW_KEY_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = GLFW_KEY_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = GLFW_KEY_DOWN ;
io . KeyMap [ ImGuiKey_Home ] = GLFW_KEY_HOME ;
io . KeyMap [ ImGuiKey_End ] = GLFW_KEY_END ;
io . KeyMap [ ImGuiKey_Delete ] = GLFW_KEY_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = GLFW_KEY_BACKSPACE ;
io . KeyMap [ ImGuiKey_Enter ] = GLFW_KEY_ENTER ;
io . KeyMap [ ImGuiKey_Escape ] = GLFW_KEY_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = GLFW_KEY_A ;
io . KeyMap [ ImGuiKey_C ] = GLFW_KEY_C ;
io . KeyMap [ ImGuiKey_V ] = GLFW_KEY_V ;
io . KeyMap [ ImGuiKey_X ] = GLFW_KEY_X ;
io . KeyMap [ ImGuiKey_Y ] = GLFW_KEY_Y ;
io . KeyMap [ ImGuiKey_Z ] = GLFW_KEY_Z ;
io . RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists ;
io . SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText ;
# ifdef _MSC_VER
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io . ImeWindowHandle = glfwGetWin32Window ( g_Window ) ;
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# endif
if ( install_callbacks )
{
glfwSetMouseButtonCallback ( window , ImGui_ImplGlfwGL3_MouseButtonCallback ) ;
glfwSetScrollCallback ( window , ImGui_ImplGlfwGL3_ScrollCallback ) ;
glfwSetKeyCallback ( window , ImGui_ImplGlfwGL3_KeyCallback ) ;
glfwSetCharCallback ( window , ImGui_ImplGlfwGL3_CharCallback ) ;
}
return true ;
}
void ImGui_ImplGlfwGL3_Shutdown ( )
{
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if ( g_VaoHandle ) glDeleteVertexArrays ( 1 , & g_VaoHandle ) ;
if ( g_VboHandle ) glDeleteBuffers ( 1 , & g_VboHandle ) ;
g_VaoHandle = 0 ;
g_VboHandle = 0 ;
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glDetachShader ( g_ShaderHandle , g_VertHandle ) ;
glDeleteShader ( g_VertHandle ) ;
g_VertHandle = 0 ;
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glDetachShader ( g_ShaderHandle , g_FragHandle ) ;
glDeleteShader ( g_FragHandle ) ;
g_FragHandle = 0 ;
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glDeleteProgram ( g_ShaderHandle ) ;
g_ShaderHandle = 0 ;
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if ( g_FontTexture )
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{
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glDeleteTextures ( 1 , & g_FontTexture ) ;
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ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
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g_FontTexture = 0 ;
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}
ImGui : : Shutdown ( ) ;
}
void ImGui_ImplGlfwGL3_NewFrame ( )
{
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if ( ! g_FontTexture )
ImGui_ImplGlfwGL3_CreateDeviceObjects ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
int display_w , display_h ;
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glfwGetWindowSize ( g_Window , & w , & h ) ;
glfwGetFramebufferSize ( g_Window , & display_w , & display_h ) ;
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io . DisplaySize = ImVec2 ( ( float ) display_w , ( float ) display_h ) ;
// Setup time step
double current_time = glfwGetTime ( ) ;
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io . DeltaTime = g_Time > 0.0 ? ( float ) ( current_time - g_Time ) : ( float ) ( 1.0f / 60.0f ) ;
g_Time = current_time ;
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// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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if ( glfwGetWindowAttrib ( g_Window , GLFW_FOCUSED ) )
{
double mouse_x , mouse_y ;
glfwGetCursorPos ( g_Window , & mouse_x , & mouse_y ) ;
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mouse_x * = ( float ) display_w / w ; // Convert mouse coordinates to pixels
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mouse_y * = ( float ) display_h / h ;
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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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}
else
{
io . MousePos = ImVec2 ( - 1 , - 1 ) ;
}
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for ( int i = 0 ; i < 3 ; i + + )
{
io . MouseDown [ i ] = g_MousePressed [ i ] | | glfwGetMouseButton ( g_Window , i ) ! = 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.
g_MousePressed [ i ] = false ;
}
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io . MouseWheel = g_MouseWheel ;
g_MouseWheel = 0.0f ;
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode ( g_Window , GLFW_CURSOR , io . MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL ) ;
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// Start the frame
ImGui : : NewFrame ( ) ;
}