[4e0b82b] | 1 | // ImGui GLFW binding with OpenGL3 + shaders
|
---|
| 2 | // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
---|
| 3 |
|
---|
| 4 | // Implemented features:
|
---|
| 5 | // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
---|
| 6 | // [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
---|
| 7 |
|
---|
| 8 | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
---|
| 9 | // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
---|
| 10 | // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
---|
| 11 | // https://github.com/ocornut/imgui
|
---|
| 12 |
|
---|
| 13 | // CHANGELOG
|
---|
| 14 | // (minor and older changes stripped away, please see git history for details)
|
---|
| 15 | // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
---|
| 16 | // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
---|
| 17 | // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
---|
| 18 | // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
|
---|
| 19 | // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
|
---|
| 20 | // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
|
---|
| 21 | // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
---|
| 22 | // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
---|
| 23 | // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
|
---|
| 24 | // 2018-01-25: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set).
|
---|
| 25 | // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
---|
| 26 | // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
---|
| 27 | // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
|
---|
| 28 | // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
---|
| 29 | // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
---|
| 30 | // 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
|
---|
| 31 | // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
---|
| 32 | // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
---|
| 33 | // 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
---|
| 34 |
|
---|
| 35 | #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
---|
| 36 | #define _CRT_SECURE_NO_WARNINGS
|
---|
| 37 | #endif
|
---|
| 38 |
|
---|
[c58ebc3] | 39 | #include "IMGUI/imgui.h"
|
---|
[4e0b82b] | 40 | #include "imgui_impl_glfw_gl3.h"
|
---|
| 41 |
|
---|
[54b6d6b] | 42 | // GLEW/GLFW
|
---|
| 43 | #include <GL/glew.h>
|
---|
[4e0b82b] | 44 | #include <GLFW/glfw3.h>
|
---|
| 45 | #ifdef _WIN32
|
---|
| 46 | #undef APIENTRY
|
---|
| 47 | #define GLFW_EXPOSE_NATIVE_WIN32
|
---|
| 48 | #define GLFW_EXPOSE_NATIVE_WGL
|
---|
| 49 | #include <GLFW/glfw3native.h>
|
---|
| 50 | #endif
|
---|
| 51 |
|
---|
| 52 | // GLFW data
|
---|
| 53 | static GLFWwindow* g_Window = NULL;
|
---|
| 54 | static double g_Time = 0.0f;
|
---|
| 55 | static bool g_MouseJustPressed[3] = { false, false, false };
|
---|
| 56 | static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
---|
| 57 |
|
---|
| 58 | // OpenGL3 data
|
---|
| 59 | static char g_GlslVersion[32] = "#version 150";
|
---|
| 60 | static GLuint g_FontTexture = 0;
|
---|
| 61 | static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
---|
| 62 | static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
---|
| 63 | static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
---|
| 64 | static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
---|
| 65 |
|
---|
| 66 | // OpenGL3 Render function.
|
---|
| 67 | // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
---|
| 68 | // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
---|
| 69 | void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
|
---|
| 70 | {
|
---|
| 71 | // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
---|
| 72 | ImGuiIO& io = ImGui::GetIO();
|
---|
| 73 | int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
---|
| 74 | int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
---|
| 75 | if (fb_width == 0 || fb_height == 0)
|
---|
| 76 | return;
|
---|
| 77 | draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
---|
| 78 |
|
---|
| 79 | // Backup GL state
|
---|
| 80 | GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
---|
| 81 | glActiveTexture(GL_TEXTURE0);
|
---|
| 82 | GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
---|
| 83 | GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
---|
| 84 | GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
---|
| 85 | GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
---|
| 86 | GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
---|
| 87 | GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
---|
| 88 | GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
---|
| 89 | GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
---|
| 90 | GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
---|
| 91 | GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
---|
| 92 | GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
---|
| 93 | GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
---|
| 94 | GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
---|
| 95 | GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
---|
| 96 | GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
---|
| 97 | GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
---|
| 98 | GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
---|
| 99 | GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
---|
| 100 | GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
---|
| 101 |
|
---|
| 102 | // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
---|
| 103 | glEnable(GL_BLEND);
|
---|
| 104 | glBlendEquation(GL_FUNC_ADD);
|
---|
| 105 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 106 | glDisable(GL_CULL_FACE);
|
---|
| 107 | glDisable(GL_DEPTH_TEST);
|
---|
| 108 | glEnable(GL_SCISSOR_TEST);
|
---|
| 109 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
---|
| 110 |
|
---|
| 111 | // Setup viewport, orthographic projection matrix
|
---|
| 112 | glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
---|
| 113 | const float ortho_projection[4][4] =
|
---|
| 114 | {
|
---|
| 115 | { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
|
---|
| 116 | { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f },
|
---|
| 117 | { 0.0f, 0.0f, -1.0f, 0.0f },
|
---|
| 118 | { -1.0f, 1.0f, 0.0f, 1.0f },
|
---|
| 119 | };
|
---|
| 120 | glUseProgram(g_ShaderHandle);
|
---|
| 121 | glUniform1i(g_AttribLocationTex, 0);
|
---|
| 122 | glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
---|
| 123 | glBindSampler(0, 0); // Rely on combined texture/sampler state.
|
---|
| 124 |
|
---|
| 125 | // Recreate the VAO every time
|
---|
| 126 | // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
---|
| 127 | GLuint vao_handle = 0;
|
---|
| 128 | glGenVertexArrays(1, &vao_handle);
|
---|
| 129 | glBindVertexArray(vao_handle);
|
---|
| 130 | glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
---|
| 131 | glEnableVertexAttribArray(g_AttribLocationPosition);
|
---|
| 132 | glEnableVertexAttribArray(g_AttribLocationUV);
|
---|
| 133 | glEnableVertexAttribArray(g_AttribLocationColor);
|
---|
| 134 | glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
---|
| 135 | glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
---|
| 136 | glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
---|
| 137 |
|
---|
| 138 | // Draw
|
---|
| 139 | for (int n = 0; n < draw_data->CmdListsCount; n++)
|
---|
| 140 | {
|
---|
| 141 | const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
---|
| 142 | const ImDrawIdx* idx_buffer_offset = 0;
|
---|
| 143 |
|
---|
| 144 | glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
---|
| 145 | glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
---|
| 146 |
|
---|
| 147 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
---|
| 148 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
---|
| 149 |
|
---|
| 150 | for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
---|
| 151 | {
|
---|
| 152 | const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
---|
| 153 | if (pcmd->UserCallback)
|
---|
| 154 | {
|
---|
| 155 | pcmd->UserCallback(cmd_list, pcmd);
|
---|
| 156 | }
|
---|
| 157 | else
|
---|
| 158 | {
|
---|
| 159 | glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
---|
| 160 | glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
|
---|
| 161 | glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
---|
| 162 | }
|
---|
| 163 | idx_buffer_offset += pcmd->ElemCount;
|
---|
| 164 | }
|
---|
| 165 | }
|
---|
| 166 | glDeleteVertexArrays(1, &vao_handle);
|
---|
| 167 |
|
---|
| 168 | // Restore modified GL state
|
---|
| 169 | glUseProgram(last_program);
|
---|
| 170 | glBindTexture(GL_TEXTURE_2D, last_texture);
|
---|
| 171 | glBindSampler(0, last_sampler);
|
---|
| 172 | glActiveTexture(last_active_texture);
|
---|
| 173 | glBindVertexArray(last_vertex_array);
|
---|
| 174 | glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
---|
| 175 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
---|
| 176 | glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
---|
| 177 | glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
---|
| 178 | if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
---|
| 179 | if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
---|
| 180 | if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
---|
| 181 | if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
---|
| 182 | glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
---|
| 183 | glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
---|
| 184 | glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
---|
| 185 | }
|
---|
| 186 |
|
---|
| 187 | static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
|
---|
| 188 | {
|
---|
| 189 | return glfwGetClipboardString((GLFWwindow*)user_data);
|
---|
| 190 | }
|
---|
| 191 |
|
---|
| 192 | static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
|
---|
| 193 | {
|
---|
| 194 | glfwSetClipboardString((GLFWwindow*)user_data, text);
|
---|
| 195 | }
|
---|
| 196 |
|
---|
| 197 | void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
|
---|
| 198 | {
|
---|
| 199 | if (action == GLFW_PRESS && button >= 0 && button < 3)
|
---|
| 200 | g_MouseJustPressed[button] = true;
|
---|
| 201 | }
|
---|
| 202 |
|
---|
| 203 | void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
|
---|
| 204 | {
|
---|
| 205 | ImGuiIO& io = ImGui::GetIO();
|
---|
| 206 | io.MouseWheelH += (float)xoffset;
|
---|
| 207 | io.MouseWheel += (float)yoffset;
|
---|
| 208 | }
|
---|
| 209 |
|
---|
| 210 | void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
---|
| 211 | {
|
---|
| 212 | ImGuiIO& io = ImGui::GetIO();
|
---|
| 213 | if (action == GLFW_PRESS)
|
---|
| 214 | io.KeysDown[key] = true;
|
---|
| 215 | if (action == GLFW_RELEASE)
|
---|
| 216 | io.KeysDown[key] = false;
|
---|
| 217 |
|
---|
| 218 | (void)mods; // Modifiers are not reliable across systems
|
---|
| 219 | io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
---|
| 220 | io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
---|
| 221 | io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
---|
| 222 | io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
---|
| 223 | }
|
---|
| 224 |
|
---|
| 225 | void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
---|
| 226 | {
|
---|
| 227 | ImGuiIO& io = ImGui::GetIO();
|
---|
| 228 | if (c > 0 && c < 0x10000)
|
---|
| 229 | io.AddInputCharacter((unsigned short)c);
|
---|
| 230 | }
|
---|
| 231 |
|
---|
| 232 | bool ImGui_ImplGlfwGL3_CreateFontsTexture()
|
---|
| 233 | {
|
---|
| 234 | // Build texture atlas
|
---|
| 235 | ImGuiIO& io = ImGui::GetIO();
|
---|
| 236 | unsigned char* pixels;
|
---|
| 237 | int width, height;
|
---|
| 238 | io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
---|
| 239 |
|
---|
| 240 | // Upload texture to graphics system
|
---|
| 241 | GLint last_texture;
|
---|
| 242 | glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
---|
| 243 | glGenTextures(1, &g_FontTexture);
|
---|
| 244 | glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
---|
| 245 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
| 246 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
| 247 | glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
---|
| 248 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
---|
| 249 |
|
---|
| 250 | // Store our identifier
|
---|
| 251 | io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
---|
| 252 |
|
---|
| 253 | // Restore state
|
---|
| 254 | glBindTexture(GL_TEXTURE_2D, last_texture);
|
---|
| 255 |
|
---|
| 256 | return true;
|
---|
| 257 | }
|
---|
| 258 |
|
---|
| 259 | bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
---|
| 260 | {
|
---|
| 261 | // Backup GL state
|
---|
| 262 | GLint last_texture, last_array_buffer, last_vertex_array;
|
---|
| 263 | glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
---|
| 264 | glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
---|
| 265 | glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
---|
| 266 |
|
---|
| 267 | const GLchar* vertex_shader =
|
---|
| 268 | "uniform mat4 ProjMtx;\n"
|
---|
| 269 | "in vec2 Position;\n"
|
---|
| 270 | "in vec2 UV;\n"
|
---|
| 271 | "in vec4 Color;\n"
|
---|
| 272 | "out vec2 Frag_UV;\n"
|
---|
| 273 | "out vec4 Frag_Color;\n"
|
---|
| 274 | "void main()\n"
|
---|
| 275 | "{\n"
|
---|
| 276 | " Frag_UV = UV;\n"
|
---|
| 277 | " Frag_Color = Color;\n"
|
---|
| 278 | " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
---|
| 279 | "}\n";
|
---|
| 280 |
|
---|
| 281 | const GLchar* fragment_shader =
|
---|
| 282 | "uniform sampler2D Texture;\n"
|
---|
| 283 | "in vec2 Frag_UV;\n"
|
---|
| 284 | "in vec4 Frag_Color;\n"
|
---|
| 285 | "out vec4 Out_Color;\n"
|
---|
| 286 | "void main()\n"
|
---|
| 287 | "{\n"
|
---|
| 288 | " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
---|
| 289 | "}\n";
|
---|
| 290 |
|
---|
| 291 | const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
|
---|
| 292 | const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
|
---|
| 293 |
|
---|
| 294 | g_ShaderHandle = glCreateProgram();
|
---|
| 295 | g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
---|
| 296 | g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
| 297 | glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
---|
| 298 | glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
---|
| 299 | glCompileShader(g_VertHandle);
|
---|
| 300 | glCompileShader(g_FragHandle);
|
---|
| 301 | glAttachShader(g_ShaderHandle, g_VertHandle);
|
---|
| 302 | glAttachShader(g_ShaderHandle, g_FragHandle);
|
---|
| 303 | glLinkProgram(g_ShaderHandle);
|
---|
| 304 |
|
---|
| 305 | g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
---|
| 306 | g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
---|
| 307 | g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
---|
| 308 | g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
---|
| 309 | g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
---|
| 310 |
|
---|
| 311 | glGenBuffers(1, &g_VboHandle);
|
---|
| 312 | glGenBuffers(1, &g_ElementsHandle);
|
---|
| 313 |
|
---|
| 314 | ImGui_ImplGlfwGL3_CreateFontsTexture();
|
---|
| 315 |
|
---|
| 316 | // Restore modified GL state
|
---|
| 317 | glBindTexture(GL_TEXTURE_2D, last_texture);
|
---|
| 318 | glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
---|
| 319 | glBindVertexArray(last_vertex_array);
|
---|
| 320 |
|
---|
| 321 | return true;
|
---|
| 322 | }
|
---|
| 323 |
|
---|
| 324 | void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
|
---|
| 325 | {
|
---|
| 326 | if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
---|
| 327 | if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
---|
| 328 | g_VboHandle = g_ElementsHandle = 0;
|
---|
| 329 |
|
---|
| 330 | if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
|
---|
| 331 | if (g_VertHandle) glDeleteShader(g_VertHandle);
|
---|
| 332 | g_VertHandle = 0;
|
---|
| 333 |
|
---|
| 334 | if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
|
---|
| 335 | if (g_FragHandle) glDeleteShader(g_FragHandle);
|
---|
| 336 | g_FragHandle = 0;
|
---|
| 337 |
|
---|
| 338 | if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
|
---|
| 339 | g_ShaderHandle = 0;
|
---|
| 340 |
|
---|
| 341 | if (g_FontTexture)
|
---|
| 342 | {
|
---|
| 343 | glDeleteTextures(1, &g_FontTexture);
|
---|
| 344 | ImGui::GetIO().Fonts->TexID = 0;
|
---|
| 345 | g_FontTexture = 0;
|
---|
| 346 | }
|
---|
| 347 | }
|
---|
| 348 |
|
---|
| 349 | static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
---|
| 350 | {
|
---|
| 351 | glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
---|
| 352 | glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
---|
| 353 | glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
---|
| 354 | glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
---|
| 355 | }
|
---|
| 356 |
|
---|
| 357 | bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
|
---|
| 358 | {
|
---|
| 359 | g_Window = window;
|
---|
| 360 |
|
---|
| 361 | // Store GL version string so we can refer to it later in case we recreate shaders.
|
---|
| 362 | if (glsl_version == NULL)
|
---|
| 363 | glsl_version = "#version 150";
|
---|
| 364 | IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
|
---|
| 365 | strcpy(g_GlslVersion, glsl_version);
|
---|
| 366 | strcat(g_GlslVersion, "\n");
|
---|
| 367 |
|
---|
| 368 | // Setup back-end capabilities flags
|
---|
| 369 | ImGuiIO& io = ImGui::GetIO();
|
---|
| 370 | io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
---|
| 371 | io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
---|
| 372 |
|
---|
| 373 | // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
---|
| 374 | io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
---|
| 375 | io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
---|
| 376 | io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
---|
| 377 | io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
---|
| 378 | io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
---|
| 379 | io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
---|
| 380 | io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
---|
| 381 | io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
---|
| 382 | io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
---|
| 383 | io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
---|
| 384 | io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
---|
| 385 | io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
---|
| 386 | io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
---|
| 387 | io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
---|
| 388 | io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
---|
| 389 | io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
---|
| 390 | io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
---|
| 391 | io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
---|
| 392 | io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
---|
| 393 | io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
---|
| 394 | io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
---|
| 395 |
|
---|
| 396 | io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
|
---|
| 397 | io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
|
---|
| 398 | io.ClipboardUserData = g_Window;
|
---|
| 399 | #ifdef _WIN32
|
---|
| 400 | io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
---|
| 401 | #endif
|
---|
| 402 |
|
---|
| 403 | // Load cursors
|
---|
| 404 | // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
|
---|
| 405 | g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
---|
| 406 | g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
---|
| 407 | g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
---|
| 408 | g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
---|
| 409 | g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
---|
| 410 | g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
---|
| 411 | g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
---|
| 412 |
|
---|
| 413 | if (install_callbacks)
|
---|
| 414 | ImGui_ImplGlfw_InstallCallbacks(window);
|
---|
| 415 |
|
---|
| 416 | return true;
|
---|
| 417 | }
|
---|
| 418 |
|
---|
| 419 | void ImGui_ImplGlfwGL3_Shutdown()
|
---|
| 420 | {
|
---|
| 421 | // Destroy GLFW mouse cursors
|
---|
| 422 | for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
---|
| 423 | glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
---|
| 424 | memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
|
---|
| 425 |
|
---|
| 426 | // Destroy OpenGL objects
|
---|
| 427 | ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
|
---|
| 428 | }
|
---|
| 429 |
|
---|
| 430 | void ImGui_ImplGlfwGL3_NewFrame()
|
---|
| 431 | {
|
---|
| 432 | if (!g_FontTexture)
|
---|
| 433 | ImGui_ImplGlfwGL3_CreateDeviceObjects();
|
---|
| 434 |
|
---|
| 435 | ImGuiIO& io = ImGui::GetIO();
|
---|
| 436 |
|
---|
| 437 | // Setup display size (every frame to accommodate for window resizing)
|
---|
| 438 | int w, h;
|
---|
| 439 | int display_w, display_h;
|
---|
| 440 | glfwGetWindowSize(g_Window, &w, &h);
|
---|
| 441 | glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
---|
| 442 | io.DisplaySize = ImVec2((float)w, (float)h);
|
---|
| 443 | io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
---|
| 444 |
|
---|
| 445 | // Setup time step
|
---|
| 446 | double current_time = glfwGetTime();
|
---|
| 447 | io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
---|
| 448 | g_Time = current_time;
|
---|
| 449 |
|
---|
| 450 | // Setup inputs
|
---|
| 451 | // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
---|
| 452 | if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
|
---|
| 453 | {
|
---|
| 454 | // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
---|
| 455 | if (io.WantSetMousePos)
|
---|
| 456 | {
|
---|
| 457 | glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
|
---|
| 458 | }
|
---|
| 459 | else
|
---|
| 460 | {
|
---|
| 461 | double mouse_x, mouse_y;
|
---|
| 462 | glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
---|
| 463 | io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
---|
| 464 | }
|
---|
| 465 | }
|
---|
| 466 | else
|
---|
| 467 | {
|
---|
| 468 | io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
---|
| 469 | }
|
---|
| 470 |
|
---|
| 471 | for (int i = 0; i < 3; i++)
|
---|
| 472 | {
|
---|
| 473 | // 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.
|
---|
| 474 | io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
---|
| 475 | g_MouseJustPressed[i] = false;
|
---|
| 476 | }
|
---|
| 477 |
|
---|
| 478 | // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
|
---|
| 479 | if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
|
---|
| 480 | {
|
---|
| 481 | ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
|
---|
| 482 | if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
|
---|
| 483 | {
|
---|
| 484 | glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
---|
| 485 | }
|
---|
| 486 | else
|
---|
| 487 | {
|
---|
| 488 | glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
---|
| 489 | glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
---|
| 490 | }
|
---|
| 491 | }
|
---|
| 492 |
|
---|
| 493 | // Gamepad navigation mapping [BETA]
|
---|
| 494 | memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
---|
| 495 | if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
|
---|
| 496 | {
|
---|
| 497 | // Update gamepad inputs
|
---|
| 498 | #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
---|
| 499 | #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
|
---|
| 500 | int axes_count = 0, buttons_count = 0;
|
---|
| 501 | const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
---|
| 502 | const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
---|
| 503 | MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
|
---|
| 504 | MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
|
---|
| 505 | MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
|
---|
| 506 | MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
|
---|
| 507 | MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
|
---|
| 508 | MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
|
---|
| 509 | MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
|
---|
| 510 | MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
|
---|
| 511 | MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
|
---|
| 512 | MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
|
---|
| 513 | MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
|
---|
| 514 | MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
|
---|
| 515 | MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
|
---|
| 516 | MAP_ANALOG(ImGuiNavInput_LStickRight, 0, +0.3f, +0.9f);
|
---|
| 517 | MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
|
---|
| 518 | MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
---|
| 519 | #undef MAP_BUTTON
|
---|
| 520 | #undef MAP_ANALOG
|
---|
| 521 | if (axes_count > 0 && buttons_count > 0)
|
---|
| 522 | io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
---|
| 523 | else
|
---|
| 524 | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
---|
| 525 | }
|
---|
| 526 |
|
---|
| 527 | // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
|
---|
| 528 | ImGui::NewFrame();
|
---|
| 529 | }
|
---|