diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index 2be8a24fa..6d5304fe3 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -10,6 +10,9 @@ static GLFWwindow* window; static GLuint fontTex; +static bool mousePressed[2] = { false, false }; +static ImVec2 mousePosScale(1.0f, 1.0f); + //Shader variables static int shader_handle, vert_handle, frag_handle; @@ -19,34 +22,10 @@ static int position_location, uv_location, colour_location; //we are going to use the same vertex buffer for all rendering of imgui //so we need to use a large enough buffer as default. //the buffer will be resized if needed in the rendering code, but it is not a "free" operation. -static size_t vbo_max_size = 1000000; +static size_t vbo_max_size = 1000000; static unsigned int vbo_handle, vao_handle; -template -unsigned int stream(GLenum target, unsigned int vbo, unsigned int *vbo_cursor, unsigned int *vbo_size, T *start, int elementCount) -{ - unsigned int bytes = sizeof(T) *elementCount; - unsigned int aligned = bytes + bytes % 64; //align memory - - glBindBuffer(target, vbo); - //If there's not enough space left, orphan the buffer object, create a new one and start writing - if (vbo_cursor[0] + aligned > vbo_size[0]) - { - assert(aligned < vbo_size[0]); - glBufferData(target, vbo_size[0], NULL, GL_DYNAMIC_DRAW); - vbo_cursor[0] = 0; - } - - void* mapped = glMapBufferRange(target, vbo_cursor[0], aligned, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); - - memcpy(mapped, start, bytes); - vbo_cursor[0] += aligned; - - glUnmapBuffer(target); - return vbo_cursor[0] - aligned; //return the offset we use for glVertexAttribPointer call -} - // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f @@ -58,9 +37,9 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); + glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); + glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); @@ -71,46 +50,46 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c // 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 }, - }; + const float ortho_projection[4][4] = + { + { 2.0f/width, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-height, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { -1.0f, 1.0f, 0.0f, 1.0f }, + }; glUseProgram(shader_handle); glUniform1i(texture_location, 0); glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]); - // we will update the buffer in full, so we need to compute the total size of the buffer. - 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; - glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW); - } + // we will update the buffer in full, so we need to compute the total size of the buffer. + size_t total_vtx_count = 0; + for (int n = 0; n < cmd_lists_count; n++) + total_vtx_count += cmd_lists[n]->vtx_buffer.size(); - 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); + glBindBuffer(GL_ARRAY_BUFFER, vbo_handle); + size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); + if (neededBufferSize > vbo_max_size) + { + vbo_max_size = neededBufferSize; + glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW); + } - glBindVertexArray(vao_handle); - - int cmd_offset = 0; - for (int n = 0; n < cmd_lists_count; n++) + 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; @@ -121,13 +100,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); vtx_offset += pcmd->vtx_count; } - cmd_offset = vtx_offset; + cmd_offset = vtx_offset; } - glBindVertexArray(0); - glUseProgram(0); + glBindVertexArray(0); + glUseProgram(0); glDisable(GL_SCISSOR_TEST); - glBindTexture(GL_TEXTURE_2D, 0); + glBindTexture(GL_TEXTURE_2D, 0); } @@ -147,10 +126,16 @@ 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 = (yoffset != 0.0f) ? yoffset > 0.0f ? 1.0f : -1.0f : 0.0f; // Mouse wheel: -1,0,+1 + 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) @@ -166,8 +151,8 @@ static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int act static void glfw_char_callback(GLFWwindow* window, unsigned int c) { - if (c > 0 && c <= 255) - ImGui::GetIO().AddInputCharacter((char)c); + if (c > 0 && c < 0x10000) + ImGui::GetIO().AddInputCharacter((unsigned short)c); } @@ -182,7 +167,7 @@ void InitGL() glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL); glfwMakeContextCurrent(window); @@ -190,49 +175,42 @@ void InitGL() glfwSetScrollCallback(window, glfw_scroll_callback); glfwSetCharCallback(window, glfw_char_callback); - glewExperimental = GL_TRUE; - - GLenum err = glewInit(); - if (GLEW_OK != err) - { - fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); - } + glewExperimental = GL_TRUE; - const GLchar *vertex_shader = \ - "#version 330\n" - "uniform mat4 ortho;\n" + GLenum err = glewInit(); + if (GLEW_OK != err) + { + fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); + } - "in vec2 Position;\n" - "in vec2 UV;\n" - "in vec4 Colour;\n" + const GLchar *vertex_shader = \ + "#version 330\n" + "uniform mat4 ortho;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Colour;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Colour;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Colour = Colour;\n" + " gl_Position = ortho*vec4(Position.xy,0,1);\n" + "}\n"; - "out vec2 Frag_UV;\n" - "out vec4 Frag_Colour;\n" + const GLchar* fragment_shader = \ + "#version 330\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Colour;\n" + "out vec4 FragColor;\n" + "void main()\n" + "{\n" + " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n" + "}\n"; - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Colour = Colour;\n" - "\n" - " gl_Position = ortho*vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* fragment_shader = \ - "#version 330\n" - "uniform sampler2D Texture;\n" - - "in vec2 Frag_UV;\n" - "in vec4 Frag_Colour;\n" - - "out vec4 FragColor;\n" - - "void main()\n" - "{\n" - " FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n" - "}\n"; - - shader_handle = glCreateProgram(); - vert_handle = glCreateShader(GL_VERTEX_SHADER); + 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); @@ -252,19 +230,19 @@ void InitGL() 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); + 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); - + 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); + } @@ -392,7 +370,7 @@ int main(int argc, char** argv) ImGui::Render(); glfwSwapBuffers(window); } - if (vao_handle) glDeleteVertexArrays(1, &vao_handle); + if (vao_handle) glDeleteVertexArrays(1, &vao_handle); if (vbo_handle) glDeleteBuffers(1, &vbo_handle); glDetachShader(shader_handle, vert_handle); glDetachShader(shader_handle, frag_handle);