Examples: Refactored opengl3_exapmle into a glfw specific file that can be copied and pasted
diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
new file mode 100644
index 0000000..8a05ed4
--- /dev/null
+++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp
@@ -0,0 +1,344 @@
+// ImGui GLFW binding with OpenGL3 + shaders
+// https://github.com/ocornut/imgui
+
+#include <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
+
+static GLFWwindow* GWindow = NULL;
+static bool GMousePressed[3] = { false, false, false };
+static float GMouseWheel = 0.0f;
+static double GTime = 0.0f;
+static bool GFontTextureLoaded = false;
+
+// Shader variables
+static int g_shader_handle = 0, g_vert_handle = 0, g_frag_handle = 0;
+static int g_texture_location = 0, g_proj_mtx_location = 0;
+static int g_position_location = 0, g_uv_location = 0, g_colour_location = 0;
+static size_t g_vbo_max_size = 20000;
+static unsigned int g_vbo_handle = 0, g_vao_handle = 0;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ if (cmd_lists_count == 0)
+ return;
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+ glActiveTexture(GL_TEXTURE0);
+
+ // Setup orthographic projection matrix
+ const float width = ImGui::GetIO().DisplaySize.x;
+ const float height = ImGui::GetIO().DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/width, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/-height, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f, 1.0f },
+ };
+ glUseProgram(g_shader_handle);
+ glUniform1i(g_texture_location, 0);
+ glUniformMatrix4fv(g_proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ // Grow our buffer according to what we need
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle);
+ size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
+ if (neededBufferSize > g_vbo_max_size)
+ {
+ g_vbo_max_size = neededBufferSize + 5000; // Grow buffer
+ glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_STREAM_DRAW);
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+ if (!buffer_data)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
+ buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(g_vao_handle);
+
+ int cmd_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ int vtx_offset = cmd_offset;
+ const ImDrawCmd* pcmd_end = cmd_list->commands.end();
+ for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
+ {
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
+ glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+ glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+ vtx_offset += pcmd->vtx_count;
+ }
+ cmd_offset = vtx_offset;
+ }
+
+ // Restore modified state
+ glBindVertexArray(0);
+ glUseProgram(0);
+ glDisable(GL_SCISSOR_TEST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static const char* ImGui_ImplGlfwGL3_GetClipboardText()
+{
+ return glfwGetClipboardString(GWindow);
+}
+
+static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
+{
+ glfwSetClipboardString(GWindow, text);
+}
+
+void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < 3)
+ GMousePressed[button] = true;
+}
+
+void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ GMouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+ io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+ io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (c > 0 && c < 0x10000)
+ io.AddInputCharacter((unsigned short)c);
+}
+
+void ImGui_ImplGlfwGL3_LoadFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
+
+ GLuint tex_id;
+ glGenTextures(1, &tex_id);
+ glBindTexture(GL_TEXTURE_2D, tex_id);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // Store our identifier
+ io.Fonts->TexID = (void *)(intptr_t)tex_id;
+
+ GFontTextureLoaded = true;
+}
+
+static void InitGL()
+{
+ const GLchar *vertex_shader =
+ "#version 330\n"
+ "uniform mat4 ProjMtx;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Color;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader =
+ "#version 330\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
+ "}\n";
+
+ g_shader_handle = glCreateProgram();
+ g_vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ g_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(g_vert_handle, 1, &vertex_shader, 0);
+ glShaderSource(g_frag_handle, 1, &fragment_shader, 0);
+ glCompileShader(g_vert_handle);
+ glCompileShader(g_frag_handle);
+ glAttachShader(g_shader_handle, g_vert_handle);
+ glAttachShader(g_shader_handle, g_frag_handle);
+ glLinkProgram(g_shader_handle);
+
+ g_texture_location = glGetUniformLocation(g_shader_handle, "Texture");
+ g_proj_mtx_location = glGetUniformLocation(g_shader_handle, "ProjMtx");
+ g_position_location = glGetAttribLocation(g_shader_handle, "Position");
+ g_uv_location = glGetAttribLocation(g_shader_handle, "UV");
+ g_colour_location = glGetAttribLocation(g_shader_handle, "Color");
+
+ glGenBuffers(1, &g_vbo_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle);
+ glBufferData(GL_ARRAY_BUFFER, g_vbo_max_size, NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &g_vao_handle);
+ glBindVertexArray(g_vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, g_vbo_handle);
+ glEnableVertexAttribArray(g_position_location);
+ glEnableVertexAttribArray(g_uv_location);
+ glEnableVertexAttribArray(g_colour_location);
+
+#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+ glVertexAttribPointer(g_position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(g_uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(g_colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+#undef OFFSETOF
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
+{
+ InitGL();
+
+ GWindow = window;
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;
+ io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
+#ifdef _MSC_VER
+ io.ImeWindowHandle = glfwGetWin32Window(GWindow);
+#endif
+
+ if (install_callbacks)
+ {
+ glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
+ glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
+ glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
+ glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
+ }
+
+ return true;
+}
+
+void ImGui_ImplGlfwGL3_Shutdown()
+{
+ if (g_vao_handle) glDeleteVertexArrays(1, &g_vao_handle);
+ if (g_vbo_handle) glDeleteBuffers(1, &g_vbo_handle);
+ g_vao_handle = 0;
+ g_vbo_handle = 0;
+
+ glDetachShader(g_shader_handle, g_vert_handle);
+ glDeleteShader(g_vert_handle);
+ g_vert_handle = 0;
+
+ glDetachShader(g_shader_handle, g_frag_handle);
+ glDeleteShader(g_frag_handle);
+ g_frag_handle = 0;
+
+ glDeleteProgram(g_shader_handle);
+ g_shader_handle = 0;
+
+ GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID;
+ if (tex_id)
+ {
+ glDeleteTextures(1, &tex_id);
+ ImGui::GetIO().Fonts->TexID = 0;
+ }
+ ImGui::Shutdown();
+}
+
+void ImGui_ImplGlfwGL3_NewFrame()
+{
+ if (!GFontTextureLoaded)
+ ImGui_ImplGlfwGL3_LoadFontsTexture();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(GWindow, &w, &h);
+ glfwGetFramebufferSize(GWindow, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h);
+
+ // Setup time step
+ double current_time = glfwGetTime();
+ io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f);
+ GTime = current_time;
+
+ // Setup inputs
+ // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(GWindow, &mouse_x, &mouse_y);
+ mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
+ mouse_y *= (float)display_h / h;
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+
+ io.MouseDown[0] = GMousePressed[0] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+ io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
+ GMousePressed[0] = false;
+ GMousePressed[1] = false;
+ GMousePressed[2] = false;
+
+ io.MouseWheel = GMouseWheel;
+ GMouseWheel = 0.0f;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.h b/examples/opengl3_example/imgui_impl_glfw_gl3.h
new file mode 100644
index 0000000..bfa5f60
--- /dev/null
+++ b/examples/opengl3_example/imgui_impl_glfw_gl3.h
@@ -0,0 +1,16 @@
+// ImGui GLFW binding with OpenGL3 + shaders
+// https://github.com/ocornut/imgui
+
+struct GLFWwindow;
+
+bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
+void ImGui_ImplGlfwGL3_Shutdown();
+void ImGui_ImplGlfwGL3_LoadFontsTexture();
+void ImGui_ImplGlfwGL3_NewFrame();
+
+// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// Provide here if you want to chain callbacks
+void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+void ImGui_ImplGlFwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 88dbdda..1665b13 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -1,165 +1,19 @@
-// ImGui - standalone example application for OpenGL 3, using programmable pipeline
+// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline
-#ifdef _MSC_VER
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#endif
-#ifdef __clang__
-#pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
-#endif
-
-#include "../../imgui.h"
+#include <imgui.h>
+#include "imgui_impl_glfw_GL3.h"
#include <stdio.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
-static GLFWwindow* window;
-static bool mousePressed[2] = { false, false };
-
-#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
-
-// Shader variables
-static int shader_handle, vert_handle, frag_handle;
-static int texture_location, proj_mtx_location;
-static int position_location, uv_location, colour_location;
-static size_t vbo_max_size = 20000;
-static unsigned int vbo_handle, vao_handle;
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+static void error_callback(int error, const char* description)
{
- if (cmd_lists_count == 0)
- return;
-
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glActiveTexture(GL_TEXTURE0);
-
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/width, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-height, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { -1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(shader_handle);
- glUniform1i(texture_location, 0);
- glUniformMatrix4fv(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
-
- // Grow our buffer according to what we need
- size_t total_vtx_count = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- total_vtx_count += cmd_lists[n]->vtx_buffer.size();
- glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
- size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
- if (neededBufferSize > vbo_max_size)
- {
- vbo_max_size = neededBufferSize + 5000; // Grow buffer
- glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
- }
-
- // Copy and convert all vertices into a single contiguous buffer
- unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
- if (!buffer_data)
- return;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- const ImDrawList* cmd_list = cmd_lists[n];
- memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
- buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
- }
- glUnmapBuffer(GL_ARRAY_BUFFER);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(vao_handle);
-
- int cmd_offset = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- const ImDrawList* cmd_list = cmd_lists[n];
- int vtx_offset = cmd_offset;
- const ImDrawCmd* pcmd_end = cmd_list->commands.end();
- for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
- glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
- glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
- vtx_offset += pcmd->vtx_count;
- }
- cmd_offset = vtx_offset;
- }
-
- // Restore modified state
- glBindVertexArray(0);
- glUseProgram(0);
- glDisable(GL_SCISSOR_TEST);
- glBindTexture(GL_TEXTURE_2D, 0);
+ fprintf(stderr, "Error: %s\n", description);
}
-static const char* ImImpl_GetClipboardTextFn()
+int main(int argc, char** argv)
{
- return glfwGetClipboardString(window);
-}
-
-static void ImImpl_SetClipboardTextFn(const char* text)
-{
- glfwSetClipboardString(window, text);
-}
-
-// GLFW callbacks to get events
-static void glfw_error_callback(int error, const char* description)
-{
- fputs(description, stderr);
-}
-
-static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
-{
- if (action == GLFW_PRESS && button >= 0 && button < 2)
- mousePressed[button] = true;
-}
-
-static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
-{
- ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
-}
-
-static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
-{
- ImGuiIO& io = ImGui::GetIO();
- if (action == GLFW_PRESS)
- io.KeysDown[key] = true;
- if (action == GLFW_RELEASE)
- io.KeysDown[key] = false;
- io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
- io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
-}
-
-static void glfw_char_callback(GLFWwindow* window, unsigned int c)
-{
- if (c > 0 && c < 0x10000)
- ImGui::GetIO().AddInputCharacter((unsigned short)c);
-}
-
-void InitGL()
-{
- glfwSetErrorCallback(glfw_error_callback);
+ glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(1);
@@ -167,180 +21,28 @@
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
+ GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
glfwMakeContextCurrent(window);
- glfwSetKeyCallback(window, glfw_key_callback);
- glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
- glfwSetScrollCallback(window, glfw_scroll_callback);
- glfwSetCharCallback(window, glfw_char_callback);
-
gl3wInit();
- const GLchar *vertex_shader =
- "#version 330\n"
- "uniform mat4 ProjMtx;\n"
- "in vec2 Position;\n"
- "in vec2 UV;\n"
- "in vec4 Color;\n"
- "out vec2 Frag_UV;\n"
- "out vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "#version 330\n"
- "uniform sampler2D Texture;\n"
- "in vec2 Frag_UV;\n"
- "in vec4 Frag_Color;\n"
- "out vec4 Out_Color;\n"
- "void main()\n"
- "{\n"
- " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
- "}\n";
-
- shader_handle = glCreateProgram();
- vert_handle = glCreateShader(GL_VERTEX_SHADER);
- frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(vert_handle, 1, &vertex_shader, 0);
- glShaderSource(frag_handle, 1, &fragment_shader, 0);
- glCompileShader(vert_handle);
- glCompileShader(frag_handle);
- glAttachShader(shader_handle, vert_handle);
- glAttachShader(shader_handle, frag_handle);
- glLinkProgram(shader_handle);
-
- texture_location = glGetUniformLocation(shader_handle, "Texture");
- proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
- position_location = glGetAttribLocation(shader_handle, "Position");
- uv_location = glGetAttribLocation(shader_handle, "UV");
- colour_location = glGetAttribLocation(shader_handle, "Color");
-
- glGenBuffers(1, &vbo_handle);
- glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
- glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
-
- glGenVertexArrays(1, &vao_handle);
- glBindVertexArray(vao_handle);
- glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
- glEnableVertexAttribArray(position_location);
- glEnableVertexAttribArray(uv_location);
- glEnableVertexAttribArray(colour_location);
-
- glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-}
-
-void LoadFontsTexture()
-{
- ImGuiIO& io = ImGui::GetIO();
+ //ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
-
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- GLuint tex_id;
- glGenTextures(1, &tex_id);
- glBindTexture(GL_TEXTURE_2D, tex_id);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)tex_id;
-}
-
-void InitImGui()
-{
- ImGuiIO& io = ImGui::GetIO();
- io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
- io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
-
- io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
- io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
- io.ImeWindowHandle = glfwGetWin32Window(window);
-#endif
-
- LoadFontsTexture();
-}
-
-void UpdateImGui()
-{
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup resolution (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(window, &w, &h);
- glfwGetFramebufferSize(window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
-
- // Setup time step
- static double time = 0.0f;
- const double current_time = glfwGetTime();
- io.DeltaTime = (float)(current_time - time);
- time = current_time;
-
- // Setup inputs
- // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
- double mouse_x, mouse_y;
- glfwGetCursorPos(window, &mouse_x, &mouse_y);
- mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
- mouse_y *= (float)display_h / h;
- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
- io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
- io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
-
- // Start the frame
- ImGui::NewFrame();
-}
-
-// Application code
-int main(int argc, char** argv)
-{
- InitGL();
- InitImGui();
+ ImGui_ImplGlfwGL3_Init(window, true);
+ ImGui_ImplGlfwGL3_LoadFontsTexture();
bool show_test_window = true;
bool show_another_window = false;
- ImVec4 clear_col = ImColor(114, 144, 154);
+ ImVec4 clear_color = ImColor(114, 144, 154);
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel = 0;
- mousePressed[0] = mousePressed[1] = false;
glfwPollEvents();
- UpdateImGui();
+ ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@@ -348,7 +50,7 @@
static float f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_col);
+ ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@@ -371,22 +73,14 @@
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
- glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
- if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
- if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
- glDetachShader(shader_handle, vert_handle);
- glDetachShader(shader_handle, frag_handle);
- glDeleteShader(vert_handle);
- glDeleteShader(frag_handle);
- glDeleteProgram(shader_handle);
-
- ImGui::Shutdown();
+ ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;
diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj
index 01b4d94..6094355 100644
--- a/examples/opengl3_example/opengl3_example.vcxproj
+++ b/examples/opengl3_example/opengl3_example.vcxproj
@@ -39,10 +39,12 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>../..;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>../..;$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@@ -80,11 +82,13 @@
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\opengl_example\gl3w\GL\gl3w.c" />
+ <ClCompile Include="imgui_impl_glfw_gl3.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="imgui_impl_glfw_gl3.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters
index cb06331..76f7fa3 100644
--- a/examples/opengl3_example/opengl3_example.vcxproj.filters
+++ b/examples/opengl3_example/opengl3_example.vcxproj.filters
@@ -19,6 +19,9 @@
<ClCompile Include="..\opengl_example\gl3w\GL\gl3w.c">
<Filter>sources</Filter>
</ClCompile>
+ <ClCompile Include="imgui_impl_glfw_gl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@@ -27,5 +30,8 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
+ <ClInclude Include="imgui_impl_glfw_gl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
</ItemGroup>
</Project>
\ No newline at end of file
diff --git a/examples/opengl_example/imgui_impl_glfw.cpp b/examples/opengl_example/imgui_impl_glfw.cpp
index fb85b6d..d75f7b2 100644
--- a/examples/opengl_example/imgui_impl_glfw.cpp
+++ b/examples/opengl_example/imgui_impl_glfw.cpp
@@ -1,4 +1,4 @@
-// ImGui GLFW bindings
+// ImGui GLFW binding with OpenGL
// https://github.com/ocornut/imgui
#include <imgui.h>
@@ -15,8 +15,9 @@
static GLFWwindow* GWindow = NULL;
static bool GMousePressed[3] = { false, false, false };
+static float GMouseWheel = 0.0f;
static double GTime = 0.0f;
-static bool GFontTextureLoaded;
+static bool GFontTextureLoaded = false;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@@ -102,8 +103,7 @@
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
- ImGuiIO& io = ImGui::GetIO();
- io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+ GMouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
@@ -231,6 +231,9 @@
GMousePressed[1] = false;
GMousePressed[2] = false;
+ io.MouseWheel = GMouseWheel;
+ GMouseWheel = 0.0f;
+
// Start the frame
ImGui::NewFrame();
}
diff --git a/examples/opengl_example/imgui_impl_glfw.h b/examples/opengl_example/imgui_impl_glfw.h
index 0b18ec7..e3581e0 100644
--- a/examples/opengl_example/imgui_impl_glfw.h
+++ b/examples/opengl_example/imgui_impl_glfw.h
@@ -1,4 +1,4 @@
-// ImGui GLFW bindings
+// ImGui GLFW binding with OpenGL
// https://github.com/ocornut/imgui
struct GLFWwindow;